Results 331 to 340 of about 2,987,001 (367)
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Towards real-time photorealistic rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware - HWWS '97, 1997A growing number of real-time applications need graphics with photorealistic quality, especially in the field of training (virtual operation, driving and flightsimulation), but also in the areas of design or ergonomic research. We take a closer look at main deficiencies of today's real time graphics hardware and present solutions for several of the ...
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Temporal Coherence Methods in Real‐Time Rendering
Computer Graphics Forum, 2012AbstractNowadays, there is a strong trend towards rendering to higher‐resolution displays and at high frame rates. This development aims at delivering more detail and better accuracy, but it also comes at a significant cost. Although graphics cards continue to evolve with an ever‐increasing amount of computational power, the speed gain is easily ...
Scherzer, Daniel +6 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 ...
Chalmers, A, Cater, K
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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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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.
Hujun Bao, Wei Hua
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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.
Hujun Bao, Wei Hua
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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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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
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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 Rockwood, Kurt Heaton, Tom Davis
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Real-time fiber-level cloth rendering
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017Modeling cloth with fiber-level geometry can produce highly realistic details. However, rendering fiber-level cloth models not only has a high memory cost but it also has a high computation cost even for offline rendering applications. In this paper we present a real-time fiber-level cloth rendering method for current GPUs.
Kui Wu, Cem Yuksel
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XRDS: Crossroads, The ACM Magazine for Students, 2007
Fans of PC role-playing games need no introduction to Bioware-the Edmonton, Alberta based developer of Baldur's Gate, Neverwinter Nights, and Jade Empire, among others. The company recently opened a studio in Austin, Texas to develop a massively multiplayer online role-playing game (MMORPG, or simply MMO) for an unannounced intellectual property.
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Fans of PC role-playing games need no introduction to Bioware-the Edmonton, Alberta based developer of Baldur's Gate, Neverwinter Nights, and Jade Empire, among others. The company recently opened a studio in Austin, Texas to develop a massively multiplayer online role-playing game (MMORPG, or simply MMO) for an unannounced intellectual property.
openaire +1 more source

