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Billboards for Tree Simplification and Real-Time Forest Rendering

Guanbo Bao, Xiaopeng Zhang, Wujun Che, Marc Jaeger
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

Tao Liu, Jin Gao, Zhengling Lei
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]

Luís Paulo Santos and Thomas Bashford-Rogers and João Barbosa and Paul Navrátil
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

Thomas W. Crockett
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

Naga K. Govindaraju, Brandon Lloyd, Sung-Eui Yoon, Avneesh Sud, Dinesh Manocha
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

Naga K. Govindaraju, Brandon Lloyd, Sung-Eui Yoon, Avneesh Sud, Dinesh Manocha
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

Goran Petrovic, Dirk Farin, Peter H.N. de With
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

Brian Budge, Tony Bernardin, Jeff A. Stuart, Shubhabrata Sengupta, Kenneth I. Joy, John D. Owens
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]

Hilko Hoffmann, Dmitri Rubinstein, Alexander Löffler, Michael Repplinger, Philipp Slusallek
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]

Eric Chan, Fredo Durand
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]

Alexander Löffler, Lukas Marsalek, Hilko Hoffmann, Philipp Slusallek
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

X. M. Li, W. X. Wang, S. J. Tang, J. Z. Xia, Z. G. Zhao, Y. Li, Y. Zheng, R. Z. Guo
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

Carl Schissler, Dinesh Manocha
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

Vlastimil Havran, Robert Herzog, Hans-peter Seidel
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

Carl Schissler, Dinesh Manocha
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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