FRANCE Sophia Antipolis INRIA-REVES
Fulltekst
RELATERTE DOKUMENTER
High Fidelity Rendering, High Dynamic Range, Global Illumination, Visual Perception, Psychophysics, Parallel Rendering, Archaeological Site Reconstructions, Virtual and
Virtual environment software systems, collaborative virtual environments, augmented reality, real-time rendering, reconstruction of environments from video and images, image-
To guarantee that no frame is skipped even if the rendering time estimation fails, some objects (starting with those that (1) are already at a certain distance from the viewer, to
State-of-the-art rendering tech- niques such as volume rendering, ambient occlusion, image-based rendering, sub-surface scattering and global illumination are now in common use..
Although research done in the past attempted to ad- dress the frame latency problem by providing mathematical models of the rendering process, these models were often primitive
Triangles or Silhouette Edges Visibility can be determined from either all shadow casting triangles (see [Sintorn et al., 2008] and Section 5.3.3), or from all silhouette edges
Figure 41: HDR output of illumination algorithm (left) and its tonemapped image (right) for the scene used in experiments for testing how the tonemapping affects the perceptual
Real-time rendering of terrain data needs to address three major aspects: data representation, surface rendering, and level of detail techniques.. Traditionally, terrain