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Fast Tree Ambient Occlusion Approximation
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]
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
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]
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]
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
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
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
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
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
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
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
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]
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
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
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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