Results 301 to 310 of about 2,259,626 (352)
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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.
José Ribelles+3 more
openaire +2 more sources
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.
José Ribelles+3 more
openaire +2 more sources
Real-time 3D rendering with hatching
The Visual Computer, 2016We present an approach for real-time pen-and-ink hatching renderings on large scenes. Starting with 3D models including photorealistic textures and materials, we aim to propose a solution that produces hatched renderings. As we consider scene objects described as polygonal meshes with their own textures, we produce once hatching patterns at different ...
Vincent Boyer+2 more
openaire +3 more sources
Real-Time Rendering with Lighting Grid Hierarchy
PACMCGIT, 2019We present an extension of the lighting grid hierarchy method for real-time rendering with many lights on the GPU. We describe efficient methods for parallel construction of the lighting grid hierarchy and using it with deferred rending.
Daqi Lin, Cem Yuksel
semanticscholar +1 more source
2011
This chapter is concerned with the basics of real-time rendering, namely the graphics rendering pipeline, graphics representation and illumination model. The terms graphics pipeline or rendering pipeline mostly refer to state-of-the-art methods of rasterization-based rendering, supported by commodity graphics hardware.
Wei Hua, Hujun Bao
openaire +2 more sources
This chapter is concerned with the basics of real-time rendering, namely the graphics rendering pipeline, graphics representation and illumination model. The terms graphics pipeline or rendering pipeline mostly refer to state-of-the-art methods of rasterization-based rendering, supported by commodity graphics hardware.
Wei Hua, Hujun Bao
openaire +2 more sources
Real-time rendering of procedural multiscale materials
ACM Symposium on Interactive 3D Graphics and Games, 2016We present a stable shading method and a procedural shading model that enables real-time rendering of sub-pixel glints and anisotropic microdetails resulting from irregular microscopic surface structure to simulate a rich spectrum of appearances ranging ...
Tobias Zirr, Anton Kaplanyan
semanticscholar +1 more source
Rendering Grass in Real Time with Dynamic Lighting
IEEE Computer Graphics and Applications, 2009The authors present a real-time grass rendering technique that works for large, arbitrary terrains with dynamic lighting, shadows, and a good parallax effect. A novel combination of geometry and lit volume slices provides accurate, per-pixel lighting. A fast grass-density management scheme allows the rendering of arbitrarily shaped patches of grass.
Boulanger, Kévin+2 more
openaire +4 more sources
Real-time Rendering with Compressed Animated Light Fields
Graphics Interface, 2017We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion.
Babis Koniaris+3 more
semanticscholar +1 more source
CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians
European Conference on Computer VisionThe advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains ...
Yang Liu+5 more
semanticscholar +1 more source
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.
Colin Hartnett+2 more
openaire +2 more sources
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.
Takahiro Harada+3 more
openaire +2 more sources