Results 341 to 350 of about 3,003,301 (369)
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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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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.
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SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Driving
Computer Vision and Pattern RecognitionEnsuring 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
International Conference on Architectural Support for Programming Languages and Operating Systems
Point-Based Neural Rendering (PBNR) is emerging as a promising class of rendering techniques, which are permeating all aspects of society, driven by a growing demand for real-time, photorealistic rendering in AR/VR and digital twins.
Weikai Lin, Yu Feng, Yuhao Zhu
semanticscholar +1 more source
Point-Based Neural Rendering (PBNR) is emerging as a promising class of rendering techniques, which are permeating all aspects of society, driven by a growing demand for real-time, photorealistic rendering in AR/VR and digital twins.
Weikai Lin, Yu Feng, Yuhao Zhu
semanticscholar +1 more source
EVER: Exact Volumetric Ellipsoid Rendering for Real-time View Synthesis
arXiv.orgWe 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
Real-time rendering in curved spaces
IEEE Computer Graphics and Applications, 2002A 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.
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Neural foveated super‐resolution for real‐time VR rendering
Comput. Animat. Virtual WorldsAs virtual reality display technologies advance, resolutions and refresh rates continue to approach human perceptual limits, presenting a challenge for real‐time rendering algorithms.
Jiannan Ye +5 more
semanticscholar +1 more source
Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
Computer Vision and Pattern RecognitionWe propose an efficient radiance field rendering algorithm that incorporates a rasterization process on adaptive sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system.
Cheng Sun +4 more
semanticscholar +1 more source
Real-time cloud simulation and rendering
ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05, 2005Clouds 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
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Rendering massive real-time crowds
2006This thesis presents how to visualize a large crowd of virtual human characters in real time on a standard issue personal computer. The virtual humans are distributed into rendering fidelities such that the humans closer to the viewer are detailed and expressive while the further away they are, the less detailed they become.
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