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CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians

European Conference on Computer Vision
The 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

Trends in real-time rendering

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.
openaire   +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

MetaSapiens: Real-Time Neural Rendering with Efficiency-Aware Pruning and Accelerated Foveated Rendering

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

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

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   +1 more source

Neural foveated super‐resolution for real‐time VR rendering

Comput. Animat. Virtual Worlds
As 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 Recognition
We 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, 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   +1 more source

Rendering massive real-time crowds

2006
This 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.
openaire   +1 more source

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