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EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis

arXiv.org
We present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact ...
Alexander Mai   +8 more
semanticscholar   +1 more source

SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Driving

Computer Vision and Pattern Recognition
Ensuring the safety of autonomous robots, such as self-driving vehicles, requires extensive testing across diverse driving scenarios. Simulation is a key ingredient for conducting such testing in a cost-effective and scalable way.
Georg Hess   +4 more
semanticscholar   +1 more source

Real-time Rendering with Heterogeneous GPUs

2020
Over the years, the performance demand for graphics applications has been steadily increasing. While upgrading the hardware is one direct solution, the emergence of the new low-level and low-overhead graphics APIs like Vulkan also exposed the possibility of improving rendering performance from the bottom of software implementation.Most of the recent ...
openaire   +2 more sources

State of the Art Report on Real-time Rendering with Hardware Tessellation

Eurographics, 2014
For a long time, GPUs have primarily been optimized to render more and more triangles with increasingly flexible shading. However, scene data itself has typically been generated on the CPU and then uploaded to GPU memory.
Henry Schäfer   +4 more
semanticscholar   +1 more source

Real-time rendering of translucent meshes

ACM Transactions on Graphics, 2004
Subsurface scattering is important for photo-realistic rendering of translucent materials. We make approximations to the BSSRDF model and propose a simple lighting model to simulate the effects on translucent meshes. Our approximations are based on the observation that subsurface scattering is relatively local due to its exponential ...
Amitabh Varshney, Xuejun Hao
openaire   +2 more sources

Stereo rendering of rain in real-time

SPIE Proceedings, 2013
The rendering of photorealistic rain has been previously studied for monoscopic viewing. We extend the monoscopic statistical rain models to simulate the behavior and distribution of falling rain for stereo viewing. Our goal is to be able to render in real-time frame rates.
David F. McAllister, Syed Asif Hussain
openaire   +2 more sources

Real-time rain and snow rendering

2013 Second International Conference on Agro-Geoinformatics (Agro-Geoinformatics), 2013
This paper using particle system to simulate a rain and snow environment. In order to reduce the particle number, the system used a big texture technology. Besides that, snow accumulation and rainwater ground effect are also simulated.
Yongjiang Liang   +7 more
openaire   +2 more sources

Real-time rendering of realistic rain

ACM SIGGRAPH 2006 Sketches on - SIGGRAPH '06, 2006
We propose a new GPU based technique to render realistic rain in real-time. It consists of two parts: off-line image analysis of rain videos, and real-time particle-based synthesis of rain. Videos of real rain are analyzed to extract the rain mattes; random samples of these rain stroke mattes are then used for online synthesis.
Lifeng Wang   +5 more
openaire   +2 more sources

Real-time cloud simulation and rendering

ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05, 2005
Clouds are a ubiquitous, awe-inspiring, and ever-changing feature of the outdoors. They are an integral factor in Earth's weather systems, and a strong indicator of weather patterns and changes. Their effects and indications are important to flight and flight training. Clouds are an important component of the visual simulation of any outdoor scene, but
openaire   +2 more sources

Real-time rendering in curved spaces

IEEE Computer Graphics and Applications, 2002
A hypersphere surface provides a finite 3D world in which the user can fly freely without encountering boundaries, while hyperbolic space provides a spacious environment. The algorithm for rendering a scene in a hypersphere is identical to the standard algorithm for rendering a scene in ordinary flat 3D space.
openaire   +2 more sources

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