Results 11 to 20 of about 5,165,778 (294)

Incrementally baked global illumination

open access: yesProceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2019
Global Illumination is affected by the slightest change in a 3D scene, requiring a complete reevaluation of the distributed light. In cases where real-time algorithms are not applicable due to high demands on the achievable accuracy, this recomputation from scratch results in artifacts like flickering or noise, disturbing the visual appearance and ...
Luksch, Christan (author)   +2 more
core   +7 more sources

Dynamic Voxel‐Based Global Illumination

open access: yesComputer Graphics Forum
AbstractGlobal illumination computation in real time has been an objective for Computer Graphics since its inception. Unfortunately, its implementation has challenged up to now the most advanced hardware and software solutions. We propose a real‐time voxel‐based global illumination solution for a single light bounce that handles static and dynamic ...
Alejandro Cosin Ayerbe   +2 more
openaire   +4 more sources

Dynamic Diffuse Global Illumination Resampling

open access: yes, 2022
Interactive global illumination remains a challenge in radiometrically and geometrically complex scenes. Specialized sampling strategies are effective for specular and near‐specular transport because the scattering has relatively low directional variance
Müller, Thomas   +4 more
core   +1 more source

Global Illumination

open access: yes, 2022
U ovom radu bavimo se problemom globalne iluminacije u 3D računalnoj grafici. Pojasniti ćemo pozadinu iza prikaza svijetlosti te metode za aproksimaciju i prikaz scene koje koriste globalnu iluminaciju.In this paper we study the global illumination ...
Janjić, Antonio
core   +2 more sources

Illumination invariance and shadow compensation via spectro-polarimetry technique [PDF]

open access: yes, 2013
A major problem for obtaining target reflectance via hyperspectral imaging systems is the presence of illumination and shadow effects. These factors are common artefacts, especially when dealing with a hyperspectral imaging system that has sensors in the
Jackman, James   +6 more
core   +1 more source

GLAGC: Adaptive Dual-Gamma Function for Image Illumination Perception and Correction in the Wavelet Domain

open access: yesSensors, 2021
Low-contrast or uneven illumination in real-world images will cause a loss of details and increase the difficulty of pattern recognition. An automatic image illumination perception and adaptive correction algorithm, termed as GLAGC, is proposed in this ...
Wenyong Yu   +4 more
doaj   +1 more source

Surface reflection model estimation from naturally illuminated image sequences [PDF]

open access: yes, 1997
This thesis addresses the problem of estimating the surface reflection model of objects observed in a terrestrial scene, illuminated by natural illumination; that is, a scene which is illuminated by sun and sky light alone.
Love, Robert Charles
core   +5 more sources

Optimization of screen-space directional occlusion algorithms

open access: yesOpen Physics, 2019
Developers of video games and simulations from the day one have been trying to improve visuals of their products. The appearance of the scenes depends to a large extent on the approximation to the physical basis of light behaviour in the environments ...
Wawrzonowski Marcin, Szajerman Dominik
doaj   +1 more source

Comparative Analysis of Real-Time Global Illumination Techniques in Current Game Engines

open access: yesIEEE Access, 2021
The most important component of photorealism in Computer Graphics is given by a physically correct approximation of the light transport. Besides the direct illumination from light sources, there is an indirect illumination, produced by the reflections of
Cristian Lambru   +4 more
doaj   +1 more source

Parallel hierarchical global illumination [PDF]

open access: yesProceedings. The Sixth IEEE International Symposium on High Performance Distributed Computing (Cat. No.97TB100183), 2002
This paper presents an algorithm that solves the Rendering Equation to any desired accuracy, and can be run in parallel on distributed memory or shared memory computer systems with excellent scaling properties. It appears superior in both speed and physical correctness to recent published methods involving bidirectional ray tracing or hybrid treatments
Quinn Snell, John L. Gustafson
openaire   +1 more source

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