Academic literature on the topic 'Photo-realistic computer graphics'

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Journal articles on the topic "Photo-realistic computer graphics"

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Garvey, Gregory P. "Life Drawing and 3D Figure Modeling with MAYA: Developing Alternatives to Photo-Realistic Modeling." Leonardo 35, no. 3 (2002): 303–10. http://dx.doi.org/10.1162/002409402760105325.

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This paper discusses the organization and motivation for a workshop devoted to the experimental use of 3D computer graphics to model the human figure. The workshop introduced a simple technique for modeling a leg by lofting a series of circles into the appropriate shape using sketches drawn from life. This approach links the expressive world of drawing to the impersonal mechanical tasks of computer modeling. The workshop also served as an introduction to 3D modeling and the MAYA 3D Computer Graphics Software Graphical User Interface. The drawing exercises of Kimon Nicolaïdes are discussed and
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Yang, Shunyu. "NeRF-based Real-Time Rendering Photo-Realistic Graphics Methods Review." Transactions on Computer Science and Intelligent Systems Research 5 (August 12, 2024): 397–403. http://dx.doi.org/10.62051/26c21r61.

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Recently, the publication of the Neural Radiance Field (NeRF) has sparked a surge in further research, unveiling a wealth of innovative solutions in related domains. With its potent predictive capabilities and operational efficiency, neural networks have addressed the traditional trade-off dilemma, enabling real-time rendering at state-of-the-art (SOTA) quality. This breakthrough has introduced a novel rendering approach in computer graphics (CG) and unlocked fresh opportunities for real-time applications such as video games, augmented reality (AR), and virtual reality (VR). This paper aims to
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J, Benjamin Douglas. "Analysis of Ray Tracing Methodology and Techniques and its Distinction from other Render Models." International Journal for Research in Applied Science and Engineering Technology 10, no. 8 (2022): 1205–9. http://dx.doi.org/10.22214/ijraset.2022.46397.

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Abstract: In 3D computer-generated graphics, ray tracing is a form of rendering technique for calculating light transport for the purpose of giving a photo-realistic image. This survey paper mainly focuses on the brief working of ray tracing methodology and various techniques available to achieve this. This helps to understand one how ray tracing can be applied in the field of computer graphics to produce stunning realistic renders. At present time ray tracing is primarily available for gaming (real-time ray tracing) and also for visual effects in cinema industry. This paper also gives a detai
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NAKAMAE, EIHACHIRO. "AN OVERVIEW OF PHOTO-REALISM FOR OUTDOOR SCENES." International Journal of Image and Graphics 01, no. 01 (2001): 27–43. http://dx.doi.org/10.1142/s0219467801000049.

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This paper examines rendering techniques of outdoor scenes intended for use in visual environmental assessment using computer graphics and/or video sequence images and discusses their advantages and limitations. The techniques are classified into the following three categories. First, rendering techniques of computer generated images and montages creating a photo-realistic landscape image based on optical phenomena are introduced; these are quite useful for careful and detailed study of landscapes. Second, a method for creating a precise panoramic image from panned video sequence images taken
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Sun, Di, Rui Zhan, Jiawan Zhang, and Gang Pan. "Realistic Story Visualization from Online Photo Collections." Journal of Computer-Aided Design & Computer Graphics 30, no. 8 (2018): 1479. http://dx.doi.org/10.3724/sp.j.1089.2018.16765.

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Baskar, Chanthini, Guga Priya Govindasamy, Sasithradevi Anbalagan, and Sindha Mohamed Mansoor Roomi. "Computer Graphic and Photographic Image Classification Using Transfer Learning Approach." Traitement du Signal 39, no. 4 (2022): 1267–73. http://dx.doi.org/10.18280/ts.390419.

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Advancement in information and communication technology has led to tremendous development in graphics techniques. Evolving multimedia tools are used to generate high quality Computer Graphics (CG) images. These images have wide applications in domains like video gaming, augmented reality, and virtual reality and many other. Computer graphic images are also used illegally in criminal activities. This article proposes an effective transfer learning approach to classify CG and Photographic (PG) images available in small scale dataset. Initially, pre-trained models such as AlexNet, GoogleNet, ResN
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Shin, Yoon-Seo, and Jeong-Hyun Lee. "Axonometric projection Study for Multilateral Expression of Art Hair." Korean Society of Beauty and Art 24, no. 2 (2023): 265–80. http://dx.doi.org/10.18693/jksba.2023.24.2.265.

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This study intends to explore masterpieces which are characteristic concerning ancient Greek and Roman mythologies and to analyze the underlying meanings behind the allergories of the Gods and Goddesses of Mount Olympus. With the help of computer graphics and 2D Axonometric projection, this study to realize the devised hair artwork by drawing inspiration form the assessed allegories. The significance of computer graphics id that they can be used to create pieces whose expression by hand is simply impossible and try different types of expressions with various new expressive techniques that may
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Eljadid, Mahmoud Geat, Amar Aggoun, and Osama H. Attallah. "Near to Real-time Computer Generation of 3D Holoscopic Images." International Science and Technology Journal 34, no. 1 (2024): 1–17. http://dx.doi.org/10.62341/namo2725.

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Generating a truly photo-realistic 3D real-time view capability in an ergonomic and cost effective manner is a crucial engineering challenge. In this paper, the advanced integral imaging methodology is proposed that is based on microlens arrays to generate 3D Holoscopic images by the intersection ray bundle that defines each image point in the associated scene at the correct spatial place. The core idea of the novel algorithm reported in this paper is to accelerate the computer generation of photo-realistic still 3D Holoscopic images based on multiprocessor ray-traced system. Consequently a si
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Chandran, Prashanth, Sebastian Winberg, Gaspard Zoss, et al. "Rendering with style." ACM Transactions on Graphics 40, no. 6 (2021): 1–14. http://dx.doi.org/10.1145/3478513.3480509.

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For several decades, researchers have been advancing techniques for creating and rendering 3D digital faces, where a lot of the effort has gone into geometry and appearance capture, modeling and rendering techniques. This body of research work has largely focused on facial skin, with much less attention devoted to peripheral components like hair, eyes and the interior of the mouth. As a result, even with the best technology for facial capture and rendering, in most high-end productions a lot of artist time is still spent modeling the missing components and fine-tuning the rendering parameters
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Deng, Xiaoming, Yinda Zhang, Jian Shi, et al. "Hand Pose Understanding With Large-Scale Photo-Realistic Rendering Dataset." IEEE Transactions on Image Processing 30 (2021): 4275–90. http://dx.doi.org/10.1109/tip.2021.3070439.

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Dissertations / Theses on the topic "Photo-realistic computer graphics"

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de, Sousa Moura Guilherme. "An authoring tool of photo-realistic virtual objects for augmented reality." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/2385.

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Made available in DSpace on 2014-06-12T15:57:36Z (GMT). No. of bitstreams: 2 arquivo3212_1.pdf: 6659432 bytes, checksum: 29ec979f8895b39460684d09a38f9764 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2010<br>Conselho Nacional de Desenvolvimento Científico e Tecnológico<br>Esta dissertação de mestrado apresenta uma ferramenta de autoria para auxiliar a criação de aplicações de Realidade Aumentada que fazem uso de renderização fotorrealística. A ferramenta, denominada RPR-SORS Editor, utiliza uma API de fotorrealismo (RPR-SORS) e tem co
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Vince, J. A., and Rae A. Earnshaw. "Advances in Modelling, Animation and Rendering." 2002. http://hdl.handle.net/10454/7301.

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No<br>This volume contains the papers presented at Computer Graphics International 2002, in July, at the University of Bradford, UK. These papers represent original research in computer graphics from around the world.
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Book chapters on the topic "Photo-realistic computer graphics"

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Miao, Hui, Feixiang Lu, Tiancheng Xu, Liangjun Zhang, and Bin Zhou. "Rec2Real: Semantics-Guided Photo-Realistic Image Synthesis Using Rough Urban Reconstruction Models." In Advances in Computer Graphics. Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-23473-6_29.

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Chalmers, Alan G., and Thomas Ramstad. "Parallel Processing for Photo-Realistic Emergency Lighting Visualisation." In High Performance Computing for Computer Graphics and Visualisation. Springer London, 1996. http://dx.doi.org/10.1007/978-1-4471-1011-8_11.

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Luginbühl, Thibault, Laurent Delattre, and André Gagalowicz. "Towards the Automatic Generation of 3D Photo-Realistic Avatars Using 3D Scanned Data." In Computer Vision/Computer Graphics Collaboration Techniques. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24136-9_17.

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Li, Yong, Zhenguo Yang, Xudong Mao, et al. "GAN with Pixel and Perceptual Regularizations for Photo-Realistic Joint Deblurring and Super-Resolution." In Advances in Computer Graphics. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22514-8_36.

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ElHelw, Mohamed A., Benny P. Lo, Ara Darzi, and Guang-Zhong Yang. "Real-Time Photo-Realistic Rendering for Surgical Simulations with Graphics Hardware." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28626-4_42.

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Kiss Bernadette, Benedek Balázs, Szijártó Gábor, Csukly Gábor, Simon Lajos, and Takács Barnabás. "Virtual Patient: a Photo-real Virtual Human for VR-based Therapy." In Studies in Health Technology and Informatics. IOS Press, 2004. https://doi.org/10.3233/978-1-60750-942-4-154.

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A high fidelity Virtual Human Interface (VHI) system was developed using low-cost and portable computers. The system features realtime photo-realistic digital replicas of multiple individuals capable of talking, acting and showing emotions and over 60 different facial expressions. These virtual patients appear in a high-performance virtual reality environment featuring full panoramic backgrounds, animated 3D objects, behavior and AI models, a complete vision system for supporting interaction and advanced animation interfaces. The VHI takes advantage of the latest advances in computer graphics.
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Conference papers on the topic "Photo-realistic computer graphics"

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Санжаров, Вадим, Vadim Sanzharov, Владимир Фролов, Vladimir Frolov, Илья Павлов, and Ilia Pavlov. "Restricted Extensions for GPU Photo-realistic Renderer." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-37-42.

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Photo-realistic rendering systems on CPU traditionally have significant flexibility achieved mainly by the ability for end user to write custom plugins or shaders. The same cannot be said about majority of photo-realistic GPU renderers. Most «classic» approaches to design of user-extendable software on CPU, such as object-oriented plugins are not very well suited for GPU programming. In this paper we propose a restricted approach to developing extendable GPU rendering system at low development cost. Our hardware agnostic light-weight approach can be applied to existing rendering systems with m
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Jiao, Shaohui, Yuzhong Chen, Zhaoliang Liu, et al. "Photo-Realistic Streamable Free-Viewpoint Video." In SIGGRAPH '23: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2023. http://dx.doi.org/10.1145/3588028.3603666.

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Dias, Mariana, Alexis Roche, Margarida Fernandes, and Verónica Orvalho. "High-fidelity facial reconstruction from a single photo using photo-realistic rendering." In SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2022. http://dx.doi.org/10.1145/3532836.3536273.

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Feklisov, Egor, Mihail Zinderenko, and Vladimir Frolov. "Procedural interior generation for artificial intelligence training and computer graphics." In International Conference "Computing for Physics and Technology - CPT2020". Bryansk State Technical University, 2020. http://dx.doi.org/10.30987/conferencearticle_5fce2771c14fa7.77481925.

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Since the creation of computers, there has been a lingering problem of data storing and creation for various tasks. In terms of computer graphics and video games, there has been a constant need in assets. Although nowadays the issue of space is not one of the developers' prime concerns, the need in being able to automate asset creation is still relevant. The graphical fidelity, that the modern audiences and applications demand requires a lot of work on the artists' and designers' front, which costs a lot. The automatic generation of 3D scenes is of critical importance in the tasks of Artificia
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Wang, Lizhen, Xiaochen Zhao, Jingxiang Sun, et al. "StyleAvatar: Real-time Photo-realistic Portrait Avatar from a Single Video." In SIGGRAPH '23: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2023. http://dx.doi.org/10.1145/3588432.3591517.

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Averbukh, Natalya, and Illya Starodubtsev. "Influence of the Tool Visibility and the Object Highlighting when Interacting with a Virtual Object in a VR Environment." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-379-386.

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Interaction methods with virtual objects are an important issue for the development of VR. The user experience directly depends on the success of interactions with virtual objects and the environment. Therefore, the factors affecting the effectiveness of human-computer interaction has become a hotspot in this field. The paper describes an experiment focused on the influence of different visibility conditions of the interaction tool and the highlighting of a virtual object of interaction (with indirect interaction). We present the conditions, methodology and results of this study. The influence
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Piazzolla, Pietro, Marco Rossoni, Matteo Pozzi, Giorgio Colombo, and Marco Gribaudo. "Animated Point Clouds Real-Time Rendering for Extended Reality." In ASME 2023 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2023. http://dx.doi.org/10.1115/detc2023-115124.

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Abstract Point cloud 3D models are becoming more and more popular thanks to the spreading of scanning systems employed in many fields, like autonomous vehicles and robotics. When used for rendering purposes, point clouds are usually displayed with their original color acquired at scan time, without considering the lighting condition of the scene where the model is placed. This leads to a lack of realism in many contexts, especially in the case of animated point clouds employed in eXtended Reality applications where it would be desirable to have the model reacting to incoming light and integrat
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Wasfy, Tamer M. "LEA: Software System for Multimedia and Virtual-Reality Web-Based Education and Training." In ASME 2006 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2006. http://dx.doi.org/10.1115/detc2006-99292.

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LEA (Learning Environments Agent) is a web-based software system for advanced multimedia and virtual-reality education and training. LEA consists of three fully integrated components: (1) unstructured knowledge-base engine for lecture delivery; (2) structured hierarchical process knowledge-base engine for step-by-step process training; and (3) hierarchical rule-based expert system for natural-language understanding. In addition, LEA interfaces with components which provide the following capabilities: 3D near photo-realistic interactive virtual environments; 2D animated multimedia; near-natural
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Wasfy, Ayman M., Tamer M. Wasfy, Hazim El-Mounayri, and Daniel Aw. "Web-Based Multimedia Lecture Delivery System With Text-to-Speech and Virtual Instructors." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-84692.

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A web-based multimedia lecture delivery system is presented. The system provides natural-language instruction with synchronized: naturally sounding text-to-speech, written highlighted text, and animated 2D and 3D graphics. A near-photorealistic animated human avatar can present the lecture with synchronized gestures and lip-synching. The course is presented using a hierarchical structured outline. The learner can ask the virtual instructor questions using natural-language speech or typed text. The instructor first tries to answer the question from the course content. If no information is found
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