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Origins of Global Illumination
IEEE Computer Graphics and Applications, 2020Global illumination refers to a complete shading model that simulates real lighting and reflection as accurately as possible. Whether used for product prototyping or special effects for entertainment, the goal is to match the appearance of the real world.
Turner Whitted +3 more
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Efficient Glossy Global Illumination with Interactive Viewing
The ability to perform interactive walkthroughs of global illumination solutions including glossy effects is a challenging open problem. In this paper we overcome certain limitations of previous approaches. We first introduce a novel, memory- and compute-
Marc Stamminger +2 more
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Voxel-based global illumination
Symposium on Interactive 3D Graphics and Games, 2011Computing a global illumination solution in real-time is still an open problem. We introduce Voxel-based Global Illumination (VGI), a scalable technique that ranges from real-time near-field illumination to interactive global illumination solutions.
Sinje Thiedemann +3 more
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Precomputed illuminance composition for real-time global illumination
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016In this paper we present a new real-time approach for indirect global illumination under dynamic lighting conditions. We use surfels to gather a sampling of the local illumination and propagate the light through the scene using a hierarchy and a set of precomputed light transport paths.
Johannes Jendersie +2 more
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Combining global and local global-illumination algorithms
Proceedings of the 19th Spring Conference on Computer Graphics, 2003Global illumination algorithms can be classified as local and global transfer methods. Local methods find a single point (or patch) in a given step and transfer its radiance towards other point(s). Global methods, on the other hand, select the source and the target of the transfer simultaneously. Local methods are better if the radiance distribution is
György Antal +4 more
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Vision-an architecture for global illumination calculations
IEEE Transactions on Visualization and Computer Graphics, 1995So far, the problem of global illumination calculation has almost exclusively been approached from an algorithmic point of view. We propose an architectural approach to global illumination. The proposed rendering architecture Vision is derived from a model of the physical rendering process, which is subsequently mapped onto an object-oriented hierarchy
Philipp Slusallek, Hans-Peter Seidel
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Interactive display of isosurfaces with global illumination
IEEE Transactions on Visualization and Computer Graphics, 2006In many applications, volumetric data sets are examined by displaying isosurfaces, surfaces where the data, or some function of the data, takes on a given value. Interactive applications typically use local lighting models to render such surfaces. This work introduces a method to precompute or lazily compute global illumination to improve interactive ...
Chris Wyman +3 more
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Quantized Point‐Based Global Illumination
Computer Graphics Forum, 2012AbstractPoint‐based global illumination (PBGI) uses a dense point sampling of the scene's surfaces to approximate indirect light transport and is intensively used in 3D motion pictures and special effects. Each point caches the reflected light using a spherical function and is typically used in a subsequent rasterization process to compute color ...
Buchholz B., Boubekeur T.
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Ray Maps for Global Illumination.
2005We describe a novel data structure for representing light transport called ray map. The ray map extends the concept of photon maps: it stores not only photon impacts but the whole photon paths. We demonstrate the utility of ray maps for global illumination by eliminating boundary bias and reducing topological bias of density estimation in global ...
Havran, V. +3 more
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Efficient global illumination for dynamic scenes
2006The production of high quality animations which feature compelling lighting effects is computationally a very heavy task when traditional rendering approaches are used where each frame is computed separately. The fact that most of the computation must be restarted from scratch for each frame leads to unnecessary redundancy.
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