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Billboards for Tree Simplification and Real-Time Forest Rendering
2009
2009 Third International Symposium on Plant Growth Modeling, Simulation, Visualization and Applications
Modeling and rendering of large forest scenes are a challenging task, whose geometric complexity surpasses even the capabilities of current graphics hardware. ...
A fast forest rendering system is also developed. We present techniques in the system for rendering forest consisting of many highly detailed plant models. ...
Introduction It is still a challenge to render a large forest scene with interactive frame rates, since it consists of an extensive number of highly complex geometric models. ...
doi:10.1109/pma.2009.38
fatcat:aljmv267hncr7o7x3zvga6jq4e
An Approach to Global Illumination Calculation Based on Hybrid Cone Tracing
2020
IEEE Access
This paper proposes a lightweight GI calculation approach built upon a hybrid cone tracing algorithm with which to approximate the GI effect of the open world scene in real time. ...
These two computations become extremely difficult tasks for the real-time or interactive algorithms of the dynamic scene. ...
Compared with static pre-computed algorithms, dynamic GI algorithm does account for highly dynamic environments. ...
doi:10.1109/access.2020.2994597
fatcat:n53574qiw5clpce5nzsklyufk4
Towards Quantum Ray Tracing
[article]
2022
arXiv
pre-print
This paper investigates hybrid quantum-classical algorithms for ray tracing, a core component of most rendering techniques. ...
Rendering on conventional computers is capable of generating realistic imagery, but the computational complexity of these light transport algorithms is a limiting factor of image synthesis. ...
Boyer et al. (1998) proposed a hybrid quantum-classical algorithm to this problem, which still allows for a quadratic query complexity gain w.r.t. a classical approach. ...
arXiv:2204.12797v1
fatcat:pxa2ox2scngftcq7z4adzcshlq
An introduction to parallel rendering
1997
Parallel Computing
In computer graphics, rendering is the process by which an abstract description of a scene is converted to an image. ...
When the scene is complex, or when high-quality images or high frame rates are required, the rendering process becomes computationally demanding. ...
Acknowledgments The author would like to thank Tony Apodaca, Chuck Hansen, Scott Whitman, Craig Wittenbrink, Sam Uselton, and the staff of NASA Langley's Technical Library for their assistance in researching ...
doi:10.1016/s0167-8191(97)00028-8
fatcat:xok6klhg7fbpxbqruxvog4hgka
Interactive shadow generation in complex environments
2003
ACM Transactions on Graphics
Abstract: We present a new algorithm for interactive generation of hard-edged, umbral shadows in complex environments with a moving light source. ...
It can render the scene and generate shadows at 7 − 25 frames per second on these models. ...
Summary and Future Work We have presented a hybrid algorithm for interactive shadow generation in complex environments with a moving light source. ...
doi:10.1145/882262.882299
fatcat:zjzeqaldgnghxcm522fr2srkne
Interactive shadow generation in complex environments
2003
ACM SIGGRAPH 2003 Papers on - SIGGRAPH '03
Abstract: We present a new algorithm for interactive generation of hard-edged, umbral shadows in complex environments with a moving light source. ...
It can render the scene and generate shadows at 7 − 25 frames per second on these models. ...
Summary and Future Work We have presented a hybrid algorithm for interactive shadow generation in complex environments with a moving light source. ...
doi:10.1145/1201775.882299
fatcat:vyjijkpq5jbgravyxsn75fufnm
A distributed delivery model for 3D-video streams
2007
Proceedings of the ImmersCom
Second, we propose an end-to-end delivery model for 3D-video applications, which leverages a distributed system architecture to reduce the bandwidth and processing cost at the server and the end-hosts. ...
3D-video systems allow a user to perceive depth in the viewed scene and to interactively display the scene from multiple viewpoints. ...
For bandwidth efficiency, these images are compressed at a sufficient quality. Hybrid rendering (Fig. 1c ). Hybrid methods balance the rendering load between the client and the server. ...
doi:10.4108/icst.immerscom2007.2153
dblp:conf/immerscom/PetrovicFW07
fatcat:gdzdtkqasbeldb7mdksofkfblu
Out-of-core Data Management for Path Tracing on Hybrid Resources
2009
Computer graphics forum (Print)
We present a software system that enables path-traced rendering of complex scenes. ...
The result is a system that can render large complex scenes with strong performance and scalability. ...
Acknowledgments We would like to thank Ben Serebrin and AMD for the donation of Opteron CPUs, David Luebke and NVIDIA for our Quadro GPUs, Doug Epps and Tippett Studio for the Starship Troopers model, ...
doi:10.1111/j.1467-8659.2009.01378.x
fatcat:rxqz7v7ctbadrcgand7oaigd4y
Integration of Realtime Ray Tracing into Interactive Virtual Reality Systems
[chapter]
2011
Virtual Reality & Augmented Reality in Industry
In this paper we present a highly parallel System consisting of the completely new Realtime Ray Tracing engine "RTfact" and the Realtime Scene Graph "RTSG" that allow making good use of modern parallel ...
RTfact accelerates rendering via ray tracing to the point where it can be used for interactive Virtual reality applications, while RTSG allows for flexible and high-level descriptions of 3D environments ...
The Distribution Framework "URay" RTSG and in particular RTfact are able to fully exploit the computational power of a PC but for very large scenes and highly realism the processors of a single PC may ...
doi:10.1007/978-3-642-17376-9_4
fatcat:mkyxyi5kp5hpzkvdmwr4jsnysm
An Efficient Hybrid Shadow Rendering Algorithm
[article]
2004
Symposium on Rendering
We present a hybrid algorithm for rendering hard shadows accurately and efficiently. Our method combines the strengths of shadow maps and shadow volumes. ...
The algorithm relies on a hardware mechanism for rapidly rejecting non-silhouette pixels during rasterization. ...
Acknowledgments Special thanks to Nick Triantos and Mark Kilgard from NVIDIA for providing hardware and driver assistance. ...
doi:10.2312/egwr/egsr04/185-195
fatcat:uo4s3ulz4je4hc3kky4mzwx6hu
Realistic Lighting Simulation for Interactive VR Applications
[article]
2011
ICAT-EGVE 2014 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
In this paper, we present a solution for integrating realistic lighting simulation with interactive performance into a single VR application. ...
The main reason for this is that realistic lighting simulation is believed to require heavy offline processing and unfeasible to do from within a real-time system. ...
Rasterization is implemented in a highly optimized fashion on modern graphics hardware and delivers even with complex scenes realtime frame rates. ...
doi:10.2312/egve/jvrc11/001-008
fatcat:ijmkkcfslvh2bhyuuvx22khz7a
A NEW CLOUD-EDGE-TERMINAL RESOURCES COLLABORATIVE SCHEDULING FRAMEWORK FOR MULTI-LEVEL VISUALIZATION TASKS OF LARGE-SCALE SPATIO-TEMPORAL DATA
2020
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
cloud-edge-terminal multi-granularity storage-computing-rendering resource collaborative scheduling method. ...
Finally, we established a cloud-edge-terminal scheduling adaptive optimization mechanism based on the service quality evaluation model, and developed a prototype system. ...
Although the traditional resource scheduling method has a simple algorithm and low computing cost, its performance and flexibility are not high enough, which unsuitable for complex network environments ...
doi:10.5194/isprs-archives-xliii-b4-2020-477-2020
fatcat:pv7tz6frdnht7kvvwumnfonfpu
Interactive sound propagation and rendering for large multi-source scenes
2017
ACM Transactions on Graphics
Our interactive propagation and rendering algorithms can generate plausible acoustic effects, including early reflections and late reverberation, for large and complex indoor and outdoor scenes with many ...
Our formulation combines listener-based backward ray tracing with sound source clustering and hybrid audio rendering to handle complex scenes. ...
ACKNOWLEDGMENTS The authors would like to thank the anonymous reviewers for their helpful feedback. This work is supported in part by NSF award 1456299. ...
doi:10.1145/3072959.3126830
fatcat:sykrtga7rrbq5lgwe4wniew64a
On the Fast Construction of Spatial Hierarchies for Ray Tracing
2006
2006 IEEE Symposium on Interactive Ray Tracing
Further, we propose a hybrid data structure blending between a spatial kdtree and bounding volume primitives. ...
We document the performance of our algorithms by results obtained from the implementation on nine scenes. ...
While for relatively uniform distribution of objects in the scene the performance of ray tracing is comparable to H-trees and kd-trees, for highly skewed distributions of objects (scene conference room ...
doi:10.1109/rt.2006.280217
fatcat:6bueasqllnga7aa4wyvnrldy7i
Interactive Sound Propagation and Rendering for Large Multi-Source Scenes
2016
ACM Transactions on Graphics
Our interactive propagation and rendering algorithms can generate plausible acoustic effects, including early reflections and late reverberation, for large and complex indoor and outdoor scenes with many ...
Our formulation combines listener-based backward ray tracing with sound source clustering and hybrid audio rendering to handle complex scenes. ...
ACKNOWLEDGMENTS The authors would like to thank the anonymous reviewers for their helpful feedback. This work is supported in part by NSF award 1456299. ...
doi:10.1145/3072959.2943779
fatcat:5wpbexso4vdj5ns5h7mamvm3zi
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