using Voxel Number Map
Fulltekst
RELATERTE DOKUMENTER
Silhouette texcells are about 4 times more expensive to render than regular ones, therefore frame rate depends on the number of rendered silhouette tex- cells which varies with the
Using this gesture interaction we have built an immersive 3D modeling system with 3D model representation based on a mesh library, which is optimized not only for real-time
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
The top row of images was rendered using the standard diffusion dipole (DD), the second row using Monte Carlo path tracing (MC), while the third row uses sources distributed along
The work by d’Eon and colleagues [DLE07] shows how texture-space diffusion [BL03] can be combined with translucent shadow maps [SD03] to create a very efficient, real-time
Post-hoc analysis was then performed using Newman-Keuls and it was seen that when the target object was focused, average recognition speeds (1.45s) were faster than normally ren-
[WTL05] proposed the first interactive method capable of pre-computing subsurface light transport of translucent materials lit under all-frequency lighting, using complex
The average rendering time along the chosen camera path using only frustum culling and the original objects is 43 ms, whereas the average rendering time with applied Reliefboards