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Fast Tree Ambient Occlusion Approximation

Jun Teng, Baogang Hu, Marc Jaeger
2006 2006 Second International Symposium on Plant Growth Modeling and Applications  
We present a fast ambient occlusion approximation algorithm for real-time tree rendering. The main contribution of the proposed method concerns the preprocessing stage of ambient occlusion.  ...  On each plant primitive, ambiant occlusion approximation is then defined from statistical inner cluster properties and a fast outer cluster occlusion.  ...  The ambient occlusion operates in two steps: a preprocessing step and the (real-time) rendering step.  ... 
doi:10.1109/pma.2006.58 fatcat:ujhnyq7v5vahnib756wk6fxhfi

Expressive Illumination of Foliage Based on Implicit Surfaces [article]

Thomas Luft, Michael Balzer, Oliver Deussen
2007 Eurographics Workshop on Natural Phenomena  
is especially applicable to real-time visualizations.  ...  Due to its straightforward implementation as a preprocessing step that only adjusts the normal vectors of the geometry, this method has no additional memory requirements during the rendering process, and  ...  A dedicated approach for the real-time rendering of trees and other plants has been presented in [HPAD06] .  ... 
doi:10.2312/nph/nph07/071-078 fatcat:vw5ovi5jjrggla5vpvjhnfpqke

The alchemy screen-space ambient obscurance algorithm

Morgan McGuire, Brian Osman, Michael Bukowski, Padraic Hennessy
2011 Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics - HPG '11  
It is based on a new derivation of screen-space obscurance for robustness, and the insight that a falloff function can cancel terms in a visibility integral to favor efficient operations.  ...  Figure 1 : left: Environment lighting. right) Modulated by Alchemy ambient obscurance, computed from 12 samples per pixel at 1280×720 in 3 ms on GeForce 580.  ...  Acknowledgements We thank Naty Hoffman (Activision Studio Central) for checking the equations carefully and supporting the publication of algorithms used in games published by Activision, artists Nathan  ... 
doi:10.1145/2018323.2018327 dblp:conf/egh/McGuireOBH11 fatcat:i6aghl6avrd3dgmvt5ui3mmb4m

Rendering Realistic Trees and Forests in Real Time [article]

Alberto Candussi, Nicola Canduss, Tobias Höllerer
2005 Eurographics State of the Art Reports  
Real-Time rendering of realistic trees on common graphics hardware represents a big challenge due to their inherent geometric complexity.  ...  We present novel techniques to render and animate photorealistic trees in real-time.  ...  for the loss in brightness with a global ambient term.  ... 
doi:10.2312/egs.20051027 fatcat:kuosvldgg5czdjhsip64ofcy7m

Multi-layered Indirect Texturing for Tree Rendering [article]

Ismael García, Gustavo Patow, László Szirmay-Kalos, Mateu Sbert
2007 Eurographics Workshop on Natural Phenomena  
This paper presents a technique to render in real time complex trees using billboard clouds as an impostor simplification for the original polygonal tree, combined with a new texture-based representation  ...  We adapted a realistic lighting model with soft shadows and a global illumination precomputation, allowing to render highly complex scenes with thousands of trees in real time.  ...  We also store a normal map together with the RGB map in the leaf texture, to allow for accurate real-time relighting.  ... 
doi:10.2312/nph/nph07/055-062 fatcat:33mdx37npjbg3bdfmab7tlm75q

High resolution sparse voxel DAGs

Viktor Kämpe, Erik Sintorn, Ulf Assarsson
2013 ACM Transactions on Graphics  
Primary shading is from triangle rasterization, while ambient occlusion and shadows are raytraced in the sparse voxel DAG at 170 MRays/sec and 240 MRays/sec respectively, on an NVIDIA GTX680.  ...  We demonstrate this by ray tracing hard and soft shadows, ambient occlusion, and primary rays in extremely high resolution DAGs at speeds that are on par with, or even faster than, state-of-the-art voxel  ...  Leal Llaguno for SANMIGUEL, Nvidia Research for HAIRBALL, Frank Meinl (Crytek) for CRYSPONZA, the Stanford 3D Scanning Repository for LUCY and Epic Games for EPICCITADEL.  ... 
doi:10.1145/2461912.2462024 fatcat:usg2rhwcxrdqfajyboazhvusk4

Approximate ambient occlusion for trees

Kyle Hegeman, Simon Premože, Michael Ashikhmin, George Drettakis
2006 Proceedings of the 2006 symposium on Interactive 3D graphics and games - SI3D '06  
As a solution to this problem, we present a simple approximation to integrated visibility over a hemisphere (ambient occlusion) that allows interactive rendering of complex and dynamic scenes.  ...  Based on a set of simple assumptions, we show that our method allows the rendering of plausible variation in lighting at modest additional computation and little or no precomputation, for complex and dynamic  ...  Finally, [Kontkanen and Laine 2005] use a precomputation step to compute occlusion which allows real-time viewing. The precomputation step is in the order of minutes for relatively small models.  ... 
doi:10.1145/1111411.1111427 dblp:conf/si3d/HegemanPAD06 fatcat:auvebru7vzbtzf2hxge556kgqm

A lighting model for fast rendering of forest ecosystems

Robert Geist, Jay Steele
2008 2008 IEEE Symposium on Interactive Ray Tracing  
The lighting model is based on a lattice-Boltzmann method in which reflectance, transmittance, and absorptance parameters are taken from measurements of real plants.  ...  Real-time rendering of large-scale, forest ecosystems remains a challenging problem, in that important global illumination effects, such as leaf transparency and inter-object light scattering, are difficult  ...  ACKNOWLEDGMENTS This work was supported in part by a Fellowship grant from NVIDIA Corp. and by the U.S. National Science Foundation under Award 0722313.  ... 
doi:10.1109/rt.2008.4634629 fatcat:2z6qt66cb5bxjidgktyc5bebia

Automatic model based dataset generation for fast and accurate crop and weeds detection

Maurilio Di Cicco, Ciro Potena, Giorgio Grisetti, Alberto Pretto
2017 2017 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS)  
More specifically, by tuning these model parameters, and exploiting a few real-world textures, it is possible to render a large amount of realistic views of an artificial agricultural scenario with no  ...  To accomplish this task, a farm robot should be able to accurately detect plants and to distinguish them between crop and weeds.  ...  ., and for each soil texture, we have the Normal Map as well as the Ambient Occlusion and the Height Map.  ... 
doi:10.1109/iros.2017.8206408 dblp:conf/iros/CiccoPGP17 fatcat:5l75rhyicrb7ndpt7h6bmdomzm

Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU

Chao Peng, Yong Cao
2013 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '13  
Figure 1: The images rendered by our Parallel-GigaVis. (a)-(b) The Boeing 777 model; (c)-(d) The Power Plant model. Abstract Real-time rendering of complex 3D models is still a very challenging task.  ...  We present a novel rendering approach that seamlessly integrates parallel LOD algorithm, parallel occlusion culling and Out-of-Core method in a unified scheme towards GPU architectures.  ...  Consequently, visualizing the model becomes a computationally intensive process that impedes a real-time rendering and interaction.  ... 
doi:10.1145/2448196.2448235 dblp:conf/si3d/PengC13 fatcat:dugtqpzjjze6lhykmvxse6ehfm

Decomposing Single Images for Layered Photo Retouching

Carlo Innamorati, Tobias Ritschel, Tim Weyrich, Niloy J. Mitra
2017 Computer graphics forum (Print)  
., rendered) and real data (i. e., photographs), and use them for photo manipulations, which are otherwise impossible to perform based on single images.  ...  For the car example, the image was decomposed into layers (albedo, irradiance, specular, and ambient occlusion), which were then manipulated individually: specular highlights were strengthened and blurred  ...  Acknowledgements We thank our reviewers for their detailed and insightful comments and the user study participants for their time and feedback.  ... 
doi:10.1111/cgf.13220 fatcat:5wsvqkf4wre5dhbwxea6dle3lu

Interactive Ray Tracing of Large Models Using Voxel Hierarchies

Attila T. Áfra
2012 Computer graphics forum (Print)  
With our technique, we are able to explore data sets consisting of hundreds of millions of triangles in real-time on a desktop PC with a quad-core CPU.  ...  A voxelbased hierarchical level-of-detail (LOD) framework is employed to minimize rendering time and required system memory.  ...  We provide fast LOD error metrics for primary, shadow, ambient occlusion, and diffuse interreflection rays (Section 6.2).  ... 
doi:10.1111/j.1467-8659.2011.02085.x fatcat:4h5pqkjzyfhrlco66safuteuhe

Reconstructing and Exploring Massive Detailed Cityscapes [article]

Enrico Gobbetti, Fabio Marton, Marco Di Benedetto, Fabio Ganovelli, Matthias Bühler, Simon Schubiger, Matthias Specht, Chris Engels, Luc Van Gool
2011 VAST: International Symposium on Virtual Reality  
We present a state-of-the-art system for obtaining and exploring large scale three-dimensional models of urban landscapes.  ...  For city scale exploration, these detailed models are uploaded to a web-based service, which automatically constructs an approximate scalable multiresolution representation.  ...  The sampling algorithm for building a BlockMap requires multiple rendering passes and is not a fast process. For example for a model of 80K buildings may require over four hours on a PC [DCG * 09].  ... 
doi:10.2312/vast/vast11/001-008 fatcat:e3vfxxlj5vevnidpukrjawzjbi

Interactive landscape visualization using GPU ray casting

Stephan Mantler, Stefan Jeschke
2006 Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia - GRAPHITE '06  
In addition, enhanced illumination models like shadowing and ambient occlusion can be calculated at runtime with reasonable computational cost, which greatly enhances the scene realism.  ...  Abstract This paper demonstrates the simple yet effective usage of height fields for interactive landscape visualizations using a ray casting approach implemented in the pixel shader of modern graphics  ...  LIDAR scan data courtesy of Sorin Popescu, Texas A&M University Spatial Sciences Laboratory. This publication was supported by the Austrian Science Fund (FWF) contract no. P17260 and P17261-N04.  ... 
doi:10.1145/1174429.1174448 dblp:conf/graphite/MantlerJ06 fatcat:hruj26tj6rcpdmoqesdsud463e

Environmental framework to visualize emergent artificial forest ecosystems

Aleš Zamuda, Janez Brest
2013 Information Sciences  
We propose an environmental framework for simulation and visualization of woody plant forests.  ...  A detailed description of the procedures for simulating tree growth and the factors that might influence tree growth is provided.  ...  Several free visualizers for fast terrain rendering using OpenGL can be found on the Web [34, 11] .  ... 
doi:10.1016/j.ins.2012.07.031 fatcat:fobda4yklbhnronqdahm6ezuhu
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