Accelerating Real-Time Shading with Reverse Reprojection Caching
Fulltekst
RELATERTE DOKUMENTER
Cartoon Shading via HLSL Shaders – Pixel Shader renormalizes N and V (position) – Calculates diffuse lighting used for texture lookup – Darken if fragment is part of a silhouette
Combining Silhouettes, Surface Shading and DVR In this section we describe a rendering process that allows to combine the three visualization techniques named above to create
Even though the actual illumination condi- tions are disregarded in such an interpolation error metric, it generates a record density that gracefully follows the indi- rect
This paper is concerned with a multiresolution representation for maximum intensity projection (MIP) volume rendering based on morphological pyramids which allows
The use of a simple shadow map test as source function f x,y (n) for the history buffer shows the following property: If an eye fragment transformed into light space is exactly at
Compared to point- based reprojection methods, our approach results in a proxy geometry which can be used for any point of view, though op- timal space leaping is expected for
We present a load-balancing technique, based on a Prediction Binary Tree (PBT), which allows to exploit temporal coherence among successive image frames.. Furthermore, we also
We render indirect illumination (center) using pre-convolved radiance caching (RC); Our contribution is an efficient and robust computation of the RC based on a voxelization (right)