Journal articles on the topic 'Real-time rendering (Computer graphics)'
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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.
Full textClemenz, 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.
Full textYoon, 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.
Full textWeeks, 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.
Full textRockwood, 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.
Full textChen, 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.
Full textHu, 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.
Full textMartyn, 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.
Full textShi, 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.
Full textBrown, 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.
Full textBrown, Innes, and Ognjen Arandjelović. "Making Japenese Ukiyo-e Art 3D in Real-Time." Sci 2, no. 2 (2020): 32. http://dx.doi.org/10.3390/sci2020032.
Full textSchütz, Markus, Bernhard Kerbl, and Michael Wimmer. "Software Rasterization of 2 Billion Points in Real Time." Proceedings of the ACM on Computer Graphics and Interactive Techniques 5, no. 3 (2022): 1–17. http://dx.doi.org/10.1145/3543863.
Full textSchertzer, Jérémie, Corentin Mercier, Sylvain Rousseau, and Tamy Boubekeur. "Fiblets for Real‐Time Rendering of Massive Brain Tractograms." Computer Graphics Forum 41, no. 2 (2022): 447–60. http://dx.doi.org/10.1111/cgf.14486.
Full textCurrius, Roc R., Ulf Assarsson, and Erik Sintorn. "Real-Time Hair Filtering with Convolutional Neural Networks." Proceedings of the ACM on Computer Graphics and Interactive Techniques 5, no. 1 (2022): 1–15. http://dx.doi.org/10.1145/3522606.
Full textDE CARVALHO, PAULO ROBERTO, MAIKON CISMOSKI DOS SANTOS, WILLIAM ROBSON SCHWARTZ, and HELIO PEDRINI. "AN IMPROVED VIEW FRUSTUM CULLING METHOD USING OCTREES FOR 3D REAL-TIME RENDERING." International Journal of Image and Graphics 13, no. 03 (2013): 1350009. http://dx.doi.org/10.1142/s0219467813500095.
Full textSzirmay-Kalos, L., T. Umenhoffer, B. Toth, L. Szecsi, and M. Sbert. "Volumetric Ambient Occlusion for Real-Time Rendering and Games." IEEE Computer Graphics and Applications 30, no. 1 (2010): 70–79. http://dx.doi.org/10.1109/mcg.2010.19.
Full textImai, Takuya, Yoshihiro Kanamori, and Jun Mitani. "Real-time screen-space liquid rendering with complex refractions." Computer Animation and Virtual Worlds 27, no. 3-4 (2016): 425–34. http://dx.doi.org/10.1002/cav.1707.
Full textCheung, Gary K. L., Rynson W. H. Lau, and Frederick W. B. Li. "Efficient rendering of deformable objects for real-time applications." Computer Animation and Virtual Worlds 17, no. 1 (2006): 69–81. http://dx.doi.org/10.1002/cav.71.
Full textLi, Qian. "Real-Time Dynamic Simulation System for Tunnel Construction Based on OpenGL." Applied Mechanics and Materials 580-583 (July 2014): 3215–18. http://dx.doi.org/10.4028/www.scientific.net/amm.580-583.3215.
Full textTan, Haowen, Junqiu Zhu, Yanning Xu, Xiangxu Meng, Lu Wang, and Ling‐Qi Yan. "Real‐Time Microstructure Rendering with MIP‐Mapped Normal Map Samples." Computer Graphics Forum 41, no. 1 (2022): 495–506. http://dx.doi.org/10.1111/cgf.14448.
Full textLee, Won-Sun, Seung-Do Kim, and Seongah Chin. "Subsurface Scattering-Based Object Rendering Techniques for Real-Time Smartphone Games." Mathematical Problems in Engineering 2014 (2014): 1–8. http://dx.doi.org/10.1155/2014/846964.
Full textLee, Yuan-Chung, and Chein-Wei Jen. "Edge-preserving texture filtering for real-time rendering." Visual Computer 19, no. 1 (2003): 10–22. http://dx.doi.org/10.1007/s00371-002-0169-8.
Full textChangbo, Wang, Zhangye Wang, Xin Zhang, Lei Huang, Zhiliang Yang, and Qunsheng Peng. "Real-time modeling and rendering of raining scenes." Visual Computer 24, no. 7-9 (2008): 605–16. http://dx.doi.org/10.1007/s00371-008-0241-0.
Full textZhyrytovskyi, Alexander. "EXPLANATION OF THE ALGORITHMS FOR DISPLAYING 3D FIGURES ON THE COMPUTER SCREEN." EUREKA: Physics and Engineering 4 (July 31, 2018): 35–42. http://dx.doi.org/10.21303/2461-4262.2018.00680.
Full textXu, Yang, Yuanfa Jiang, Junbo Zhang, Kang Li, and Guohua Geng. "Real-Time Ray-Traced Soft Shadows of Environmental Lighting by Conical Ray Culling." Proceedings of the ACM on Computer Graphics and Interactive Techniques 5, no. 1 (2022): 1–15. http://dx.doi.org/10.1145/3522617.
Full textLi, Leiming, Wenyao Zhu, and Hongwei Hu. "Multivisual Animation Character 3D Model Design Method Based on VR Technology." Complexity 2021 (April 20, 2021): 1–12. http://dx.doi.org/10.1155/2021/9988803.
Full textWang, Changbo, Zhangye Wang, and Qunsheng Peng. "Real-time rendering of sky scene considering scattering and refraction." Computer Animation and Virtual Worlds 18, no. 4-5 (2007): 539–48. http://dx.doi.org/10.1002/cav.213.
Full textDong, Yangzi, and Chao Peng. "Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU." International Journal of Computer Games Technology 2019 (March 26, 2019): 1–15. http://dx.doi.org/10.1155/2019/1792304.
Full textGumbau, Jesús, Miguel Chover, Inmaculada Remolar, and Cristina Rebollo. "View-dependent pruning for real-time rendering of trees." Computers & Graphics 35, no. 2 (2011): 364–74. http://dx.doi.org/10.1016/j.cag.2010.11.014.
Full textPessoa, Saulo A., Guilherme de S. Moura, Joao Paulo S. do M. Lima, Veronica Teichrieb, and Judith Kelner. "RPR-SORS: Real-time photorealistic rendering of synthetic objects into real scenes." Computers & Graphics 36, no. 2 (2012): 50–69. http://dx.doi.org/10.1016/j.cag.2011.12.003.
Full textChandran, 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.
Full textMueller, Joerg H., Thomas Neff, Philip Voglreiter, Markus Steinberger, and Dieter Schmalstieg. "Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality." ACM Transactions on Graphics 40, no. 2 (2021): 1–14. http://dx.doi.org/10.1145/3446790.
Full textXu, Yun. "Design of Three-Dimensional Clothing Dressing System." Applied Mechanics and Materials 530-531 (February 2014): 901–5. http://dx.doi.org/10.4028/www.scientific.net/amm.530-531.901.
Full textAndrade, Paulo, Esteban Clua, Thales Sabino, and Fabio Forti. "A Heuristic Approach to Render Ray Tracing Effects in Real Time for First-Person Games." Journal on Interactive Systems 5, no. 1 (2014): 1. http://dx.doi.org/10.5753/jis.2014.640.
Full textZhao, Hanli, Xiaogang Jin, Jianbing Shen, and Shufang Lu. "Fast and Reliable Mouse Picking Using Graphics Hardware." International Journal of Computer Games Technology 2009 (2009): 1–7. http://dx.doi.org/10.1155/2009/730894.
Full textRagragui, Anouar, Adnane Ouazzani Chahdi, Akram Halli, Khalid Satori, and Hicham El Moubtahij. "The extensions of revolution-bump mapping." Journal of graphic engineering and design 13, no. 1 (2022): 21–31. http://dx.doi.org/10.24867/jged-2022-1-021.
Full textBalbão, Arthur E., and Marcelo Walter. "A Biologically Inspired Hair Aging Model." ACM Transactions on Graphics 41, no. 6 (2022): 1–9. http://dx.doi.org/10.1145/3550454.3555444.
Full textWang, Xin, and Risong Zhang. "Rendering transparent objects with caustics using real-time ray tracing." Computers & Graphics 96 (May 2021): 36–47. http://dx.doi.org/10.1016/j.cag.2021.03.003.
Full textZHU, Jian, and En-Hua WU. "GPU Based Real-Time Rendering of Spherical Depth Image." Chinese Journal of Computers 32, no. 2 (2009): 231–40. http://dx.doi.org/10.3724/sp.j.1016.2009.00231.
Full textWang, Lu, Changhe Tu, Wenping Wang, Xiangxu Meng, Bin Chan, and Dongming Yan. "Silhouette Smoothing for Real-Time Rendering of Mesh Surfaces." IEEE Transactions on Visualization and Computer Graphics 14, no. 3 (2008): 640–52. http://dx.doi.org/10.1109/tvcg.2008.8.
Full textSun, Jing, and Hong Tao Wang. "Research on Optimization and Application of LOD Algorithm in Virtual Reality Visualization of Terrain." Applied Mechanics and Materials 687-691 (November 2014): 1258–61. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1258.
Full textChlubna, T., T. Milet, and P. Zemčík. "Real-time per-pixel focusing method for light field rendering." Computational Visual Media 7, no. 3 (2021): 319–33. http://dx.doi.org/10.1007/s41095-021-0205-0.
Full textKin, Taichi, Hirofumi Nakatomi, Masaaki Shojima, et al. "A new strategic neurosurgical planning tool for brainstem cavernous malformations using interactive computer graphics with multimodal fusion images." Journal of Neurosurgery 117, no. 1 (2012): 78–88. http://dx.doi.org/10.3171/2012.3.jns111541.
Full textDeng, Bao Song, Tie Qing Deng, Rong Huan Yu, and Jia Wei Yu. "Seamless Rendering of Large Scale Terrain." Advanced Engineering Forum 6-7 (September 2012): 1026–30. http://dx.doi.org/10.4028/www.scientific.net/aef.6-7.1026.
Full textChan, Bin, and Wenping Wang. "Geocube – GPU accelerated real-time rendering of transparency and translucency." Visual Computer 21, no. 8-10 (2005): 579–90. http://dx.doi.org/10.1007/s00371-005-0312-4.
Full textBajaj, Chandrajit, Insung Ihm, and Sanghun Park. "Compression-Based 3D Texture Mapping for Real-Time Rendering." Graphical Models 62, no. 6 (2000): 391–410. http://dx.doi.org/10.1006/gmod.2000.0532.
Full textZhang, Yanyan, Qitao Huang, and Junwei Han. "Lifting Wavelet-Based Progressive Compression and Real-Time Rendering to Large Terrain." Journal of Computer-Aided Design & Computer Graphics 22, no. 8 (2010): 1352–59. http://dx.doi.org/10.3724/sp.j.1089.2010.10969.
Full textMaim, Jonathan, Barbara Yersin, Julien Pettre, and Daniel Thalmann. "YaQ: An Architecture for Real-Time Navigation and Rendering of Varied Crowds." IEEE Computer Graphics and Applications 29, no. 4 (2009): 44–53. http://dx.doi.org/10.1109/mcg.2009.76.
Full textTamura, Naoki, Henry Johan, and Tomoyuki Nishita. "Deferred shadowing for real-time rendering of dynamic scenes under environment illumination." Computer Animation and Virtual Worlds 16, no. 3-4 (2005): 475–86. http://dx.doi.org/10.1002/cav.108.
Full textWu, Lifan, Guangyan Cai, Ravi Ramamoorthi, and Shuang Zhao. "Differentiable time-gated rendering." ACM Transactions on Graphics 40, no. 6 (2021): 1–16. http://dx.doi.org/10.1145/3478513.3480489.
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