Results 211 to 220 of about 173,244 (265)
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Computer Graphics Forum, 2001
This paper presents a method for realistic real-time rendering of clouds suitable for flight simulation and games. It provides a cloud shading algorithm that approximates multiple forward scattering in a preprocess, and first order anisotropic scattering at runtime. Impostors are used to accelerate cloud rendering by exploiting frame-to-frame coherence
Mark J. Harris, Anselmo Lastra
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This paper presents a method for realistic real-time rendering of clouds suitable for flight simulation and games. It provides a cloud shading algorithm that approximates multiple forward scattering in a preprocess, and first order anisotropic scattering at runtime. Impostors are used to accelerate cloud rendering by exploiting frame-to-frame coherence
Mark J. Harris, Anselmo Lastra
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Real-time nonphotorealistic rendering
Proceedings of the 24th annual conference on Computer graphics and interactive techniques - SIGGRAPH '97, 1997Nonphotorealistic rendering (NPR) can help make comprehensible but simple pictures of complicated objects by employing an economy of line. But current nonphotorealistic rendering is primarily a batch process. This paper presents a real-time nonphotorealistic renderer that deliberately trades accuracy and detail for speed. Our renderer uses a method for
Lee Markosian +5 more
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Real-time Rendering of 3D Clouds
Journal of Graphics Tools, 2000Abstract The visual realism of a computer graphics simulation of outdoor scenery is greatly enhanced by a realistic display of clouds. In this paper, we present an algorithm based on Gardner's work that can render perspectively-correct 3D clouds in real time on current graphics hardware.
Pantelis Elinas, Wolfgang Stuerzlinger
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International Journal of Imaging Systems and Technology, 2000
With the advent of high-powered, commodity volume visualization hardware comes a new challenge: effectively harnessing the visualization power to enable greater understanding of data through dynamic interaction. We examine Cube-4/VolumePro as the latest advance in real-time volume visualization hardware.
Arie E. Kaufman +6 more
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With the advent of high-powered, commodity volume visualization hardware comes a new challenge: effectively harnessing the visualization power to enable greater understanding of data through dynamic interaction. We examine Cube-4/VolumePro as the latest advance in real-time volume visualization hardware.
Arie E. Kaufman +6 more
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Advances in real-time rendering
Proceedings of the 25th Spring Conference on Computer Graphics, 2009Real-time rendering is a quickly developing field in computer graphics. Recent advances in graphics hardware make it possible to tackle completely new challenges, and to rethink old ones. While previously, the main focus of real-time rendering lay on classical problems like visibility and level-of-detail rendering, nowadays we see new challenges in the
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2004
Interactive rendering of outdoor scenes is currently one of the most important challenges in computer graphics. This article presents a new method of real-time visualization of trees and plants that combines both multiresolution modeling techniques and the dynamic generation of impostors.
Inmaculada Remolar +3 more
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Interactive rendering of outdoor scenes is currently one of the most important challenges in computer graphics. This article presents a new method of real-time visualization of trees and plants that combines both multiresolution modeling techniques and the dynamic generation of impostors.
Inmaculada Remolar +3 more
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Realistic Rendering in Real-Time
2002The computer graphics industry, and in particular those involved with films, games and virtual reality, continue to demand more realistic computer generated images. Despite the ready availability of modern high performance graphics cards, the complexity of the scenes being modeled and the high fidelity required of the images means that rendering such ...
Alan Chalmers, Kirsten Cater
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Real-time rendering of dynamic clouds
ACM SIGGRAPH 2007 posters, 2007This paper presents a fast cloud rendering method for dynamic scenes, where cloud shapes and lighting environments dynamically change. Although the Harris method [Harris and Lastra 2001] has been widely used for static cloud rendering, it can be fatally slow for real-time applications when, for example, light directions change.
Yuki Shimada +3 more
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Real-time cartoon rendering of smoke
ACM SIGGRAPH 2004 Posters on - SIGGRAPH '04, 2004We render amorphous shapes like smoke, clouds, and fluids with two-tone shading, self-shadowing, and silhouettes, in the style of a cartoon. Our method operates directly on a particle system without ever forming a surface mesh. It renders only five polygons per particle and executes primarily on the GPU.
Morgan McGuire +2 more
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Real-time rendering of trimmed surfaces
ACM SIGGRAPH Computer Graphics, 1989Rational tensor product surfaces, (Bézier, NURBS, Hermite, polynomial, etc.) are rendered in real-time by uniform faceting. The described methods are modular and can be balanced for optimal implementation on different hardware platforms. Discretization anomalies such as angularities, Mach banding, cracking etc.
Alyn P. Rockwood, Kurt Heaton, Tom Davis
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