Results 331 to 340 of about 3,003,301 (369)
Some of the next articles are maybe not open access.

Advances in real-time rendering

Proceedings of the 25th Spring Conference on Computer Graphics, 2009
Real-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
openaire   +1 more source

Real-time rendering of procedural multiscale materials

ACM Symposium on Interactive 3D Graphics and Games, 2016
We 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

Towards real-time photorealistic rendering

Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware - HWWS '97, 1997
A 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 ...
openaire   +1 more source

Temporal Coherence Methods in Real‐Time Rendering

Computer Graphics Forum, 2012
AbstractNowadays, 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
openaire   +3 more sources

Realistic Rendering in Real-Time

2002
The 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
openaire   +1 more source

Real-time cartoon rendering of smoke

ACM SIGGRAPH 2004 Posters on - SIGGRAPH '04, 2004
We 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
openaire   +1 more source

Basics of Real-Time Rendering

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
openaire   +1 more source

Real-time rendering of dynamic clouds

ACM SIGGRAPH 2007 posters, 2007
This 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
openaire   +1 more source

Real-time rendering of trimmed surfaces

ACM SIGGRAPH Computer Graphics, 1989
Rational 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
openaire   +1 more source

Real-time fiber-level cloth rendering

Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017
Modeling 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
openaire   +1 more source

Home - About - Disclaimer - Privacy