FRANCE Lyon Université Claude Bernard Lyon 1
Fulltekst
RELATERTE DOKUMENTER
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
Real-Time Individualized Virtual Humans Motion Capture Textured cloth body animation... Human
In order to overcome this diffi- culty, the proposed method precomputes the transmittances from the sky and from the inside of clouds for each basic volume data in the database, and
Real-time rendering of terrain data needs to address three major aspects: data representation, surface rendering, and level of detail techniques.. Traditionally, terrain
Our novel method is able to reproduce a large variety of GI effects for moderately sized scenes at interactive rates, such as indirect lighting, soft shadows under environment
Following this trend, two antialiasing approaches were developed in this thesis: Jimenez’s MLAA, described in Chapter 9, which is the first practical GPU-based MLAA approach (see
22/03/16 Real-time Motion Capture Facial Animation