Academic literature on the topic 'Real-time rendering (Computer graphics)'

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Journal articles on the topic "Real-time rendering (Computer graphics)"

1

Wang, Songlan, and Ji Zhang. "Research and Implementation of Real-time Render Optimization Algorithm Based on GPU." Journal of Physics: Conference Series 2136, no. 1 (2021): 012059. http://dx.doi.org/10.1088/1742-6596/2136/1/012059.

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Abstract In the continuous optimization of computer graphics, game engine and virtual reality have become the focus of research and innovation in the current technology field. Rendering is a core technology to show a variety of graphic effects, which has been attached great importance to and applied by the whole society. Nowadays, although the rendering of large-scale and complex scenes has a wide range of applications, the actual optimization requirements are very high. Therefore, in the future technology application and research and development, based on higher and higher technical requireme
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Clemenz, Christian, and Leonard Weydemann. "Reflection Techniques in Real-Time Computer Graphics." KoG, no. 25 (2021): 87–95. http://dx.doi.org/10.31896/k.25.10.

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Reflections have a long history in computer graphics, as they are important for conveying a sense of realism as well as depth and proportion. Their implementations come with a multitude of difficulties, and each solution typically has various trade-offs. Approaches highly depend on the geometry of the reflective surface since curved reflectors are usually more difficult to portray accurately. Techniques can typically be categorized by whether they work with the actual geometry of the reflected objects or with an image of these objects. For curved surfaces, image-based techniques are usually pr
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Yoon, Sung-eui, Enrico Gobbetti, David Kasik, and Dinesh Manocha. "Real-Time Massive Model Rendering." Synthesis Lectures on Computer Graphics and Animation 2, no. 1 (2008): 1–122. http://dx.doi.org/10.2200/s00131ed1v01y200807cgr007.

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Weeks, J. "Real-time rendering in curved spaces." IEEE Computer Graphics and Applications 22, no. 6 (2002): 90–99. http://dx.doi.org/10.1109/mcg.2002.1046633.

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Rockwood, Alyn, Kurt Heaton, and Tom Davis. "Real-time rendering of trimmed surfaces." ACM SIGGRAPH Computer Graphics 23, no. 3 (1989): 107–16. http://dx.doi.org/10.1145/74334.74344.

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Chen, H., B. Vettermann, J. Hesser, and R. Männer. "Innovative computer architecture for real-time volume rendering." Computers & Graphics 27, no. 5 (2003): 715–24. http://dx.doi.org/10.1016/s0097-8493(03)00145-6.

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Hu, Yaohua, Luiz Velho, Xin Tong, Baining Guo, and Harry Shum. "Realistic, real-time rendering of ocean waves." Computer Animation and Virtual Worlds 17, no. 1 (2006): 59–67. http://dx.doi.org/10.1002/cav.74.

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Martyn, Tomasz. "Realistic rendering 3D IFS fractals in real-time with graphics accelerators." Computers & Graphics 34, no. 2 (2010): 167–75. http://dx.doi.org/10.1016/j.cag.2009.10.001.

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Shi, Shu, Klara Nahrstedt, and Roy Campbell. "A real-time remote rendering system for interactive mobile graphics." ACM Transactions on Multimedia Computing, Communications, and Applications 8, no. 3s (2012): 1–20. http://dx.doi.org/10.1145/2348816.2348825.

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Brown, Innes, and Ognjen Arandjelović. "Making Japenese Ukiyo-e Art 3D in Real-Time." Sci 2, no. 1 (2020): 6. http://dx.doi.org/10.3390/sci2010006.

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Ukiyo-e is a traditional Japanese painting style most commonly printed using wood blocks. Ukiyo-e prints feature distinct line work, bright colours, and a non-perspective projection. Most previous research on ukiyo-e styled computer graphics has been focused on creation of 2D images. In this paper we propose a framework for rendering interactive 3D scenes with ukiyo-e style. The rendering techniques use standard 3D models as input and require minimal additional information to automatically render scenes in a ukiyo-e style. The described techniques are evaluated based on their ability to emulat
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