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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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Brown, 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.

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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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Schütz, 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.

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The accelerated collection of detailed real-world 3D data in the form of ever-larger point clouds is sparking a demand for novel visualization techniques that are capable of rendering billions of point primitives in real-time. We propose a software rasterization pipeline for point clouds that is capable of rendering up to two billion points in real-time (60 FPS) on commodity hardware. Improvements over the state of the art are achieved by batching points, enabling a number of batch-level optimizations before rasterizing them within the same rendering pass. These optimizations include frustum c
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Schertzer, 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.

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Currius, 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.

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Rendering of realistic-looking hair is in general still too costly to do in real-time applications, from simulating the physics to rendering the fine details required for it to look natural, including self-shadowing. We show how an autoencoder network, that can be evaluated in real time, can be trained to filter an image of few stochastic samples, including self-shadowing, to produce a much more detailed image that takes into account real hair thickness and transparency.
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DE 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.

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The generation of real-time 3D graphics scenes normally demands high computational requirements. Several applications can benefit from efficient algorithms for rendering complex virtual environments, such as computer games, terrain visualization, virtual reality and visual simulation. This paper describes an improved view frustum culling method using spatial partitioning based on octrees for 3D real-time rendering. The proposed method is compared against two other approaches. Experiments using four different scenes are conducted to evaluate the performance of each tested method. Results demons
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Szirmay-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.

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Imai, 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.

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Cheung, 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.

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Li, 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.

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Comprehensively using the theories and techniques in connection with the tunnel engineering, geometric modeling, computer graphics, object-oriented method and software engineering, the authors in this paper have made research on the techniques for the three-dimensional solid modeling, tunnel realistic scene graphics rendering and tunnel construction real-time dynamic simulation and on the basis of the research, the authors developed an openGL-based real-time dynamic simulation system for tunnel construction. The application of the developed system to a practical tunnel shows that the system ha
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Tan, 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.

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21

Lee, 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.

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Subsurface scattering that simulates the path of a light through the material in a scene is one of the advanced rendering techniques in the field of computer graphics society. Since it takes a number of long operations, it cannot be easily implemented in real-time smartphone games. In this paper, we propose a subsurface scattering-based object rendering technique that is optimized for smartphone games. We employ our subsurface scattering method that is utilized for a real-time smartphone game. And an example game is designed to validate how the proposed method can be operated seamlessly in rea
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Lee, 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.

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Changbo, 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.

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Zhyrytovskyi, 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.

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Not long time ago people can only dream about the thing that they can see 3-dimensional world inside of the screen of the computer. Computers at that time can display only 256 colors on their screens, they can work only with integer numbers, and their computation speed was not fast enough. This dream comes true with the help of Id Software company. This company started to build its games by using of simplified 3D graphics. All these simplified 3D graphics were calculated by the software 3D rendering algorithms which were not published by these company. At that time there was a global goal to s
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Xu, 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.

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Soft shadows of environmental lighting provide important visual cues in realistic rendering. However, rendering of soft shadows of environmental lighting in real-time is difficult because evaluating the visibility function is challenging. In this work, we present a method to render soft shadows of environmental lighting at real-time frame rates based on hardware-accelerated ray tracing. We assume that the scene contains both static and dynamic objects. To composite the soft shadows cast by dynamic objects with the precomputed lighting of static objects, the incident irradiance occluded by dyna
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Li, 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.

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For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics render
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Wang, 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.

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Dong, 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.

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Achieving the efficient rendering of a large animated crowd with realistic visual appearance is a challenging task when players interact with a complex game scene. We present a real-time crowd rendering system that efficiently manages multiple types of character data on the GPU and integrates seamlessly with level-of-detail and visibility culling techniques. The character data, including vertices, triangles, vertex normals, texture coordinates, skeletons, and skinning weights, are stored as either buffer objects or textures in accordance with their access requirements at the rendering stage. O
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Gumbau, 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.

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Pessoa, 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.

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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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Mueller, 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.

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Temporal coherence has the potential to enable a huge reduction of shading costs in rendering. Existing techniques focus either only on spatial shading reuse or cannot adaptively choose temporal shading frequencies. We find that temporal shading reuse is possible for extended periods of time for a majority of samples, and we show under which circumstances users perceive temporal artifacts. Our analysis implies that we can approximate shading gradients to efficiently determine when and how long shading can be reused. Whereas visibility usually stays temporally coherent from frame to frame for m
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Xu, 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.

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The application of virtual reality technology is a hyperlink on a web, multi-user interaction, computer platform-independent modeling and rendering three-dimensional graphics technology. Dressing is using three-dimensional virtual reality systems such real-time, via the user with the mouse or keyboard to control the direction of view, the scene model arbitrary move and zoom, real-time rendering every angle view of the effect of wearing apparel. This study mainly done for the creation and analysis of three-dimensional human data fitting system, three-dimensional three-dimensional body.
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Andrade, 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.

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Realistic computer graphics effects as mirror reflections, transparency, caustics and detailed shadows are hard to simulate using real time raster based rendering, since they require global illumination approaches. One option is ray trace these effects using a real-time hybrid renderer, where ray tracing and raster rendering are used together to generate the best visual experience. Unfortunately, the ray tracing stage of a hybrid renderer can be a very demanding stage, making it hard to maintain real time frame rates in virtual environments where many elements must be ray traced. This work pre
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Zhao, 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.

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Mouse picking is the most commonly used intuitive operation to interact with 3D scenes in a variety of 3D graphics applications. High performance for such operation is necessary in order to provide users with fast responses. This paper proposes a fast and reliable mouse picking algorithm using graphics hardware for 3D triangular scenes. Our approach uses a multi-layer rendering algorithm to perform the picking operation in linear time complexity. The objectspace based ray-triangle intersection test is implemented in a highly parallelized geometry shader. After applying the hardware-supported o
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Ragragui, 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.

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Creating 3D computer-generated surfaces has long been a difficult challenge in computer graphics, particularly when portraying massive landscapes with extremely detailed surfaces in real-time. Despite significant advances in computer vision in recent years, there is still a great demand for improved realism and the capacity to edit computer-generated 3D surfaces in real-time. We propose three scalable and faster algorithms for creating extended, beveled, and chamfered patterns using only two textures and a simple shape box. The proposed techniques produce visually pleasing results in real-time
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Balbão, 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.

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Hair rendering has been a focal point of attention in computer graphics for the last couple of decades. However, there have been few contributions to the modeling and rendering of the natural hair aging phenomenon. We present a new technique that simulates the process of hair graying and hair thinning on digital models due to aging. Given a 3D human head model with hair, we first compute a segmentation of the head using K-means since hair aging occurs at different rates in distinct head parts. Hair graying is simulated according to recent biological knowledge on aging factors for hairs, and ha
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Wang, 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.

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ZHU, 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.

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Wang, 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.

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Sun, 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.

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With the development of computer graphics, real-time rendering-based VF: technology has been applied in more and more fields. LOD is the key technology in large-scale terrain rendering. In this paper, the basic concept of LOD is introduced briefly and some algorithms of LOD in use are mentioned and analyzed; secondly as one of algorithms of LOD, View-Dependent Progressive Mesh algorithm is studied and improved, the result of implementing the large-scale terrain’s LOD by using VDPM is presented. There are key technologies in LOD Large-scale terrain real-time rendering are researched. Relative t
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Chlubna, 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.

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AbstractLight field rendering is an image-based rendering method that does not use 3D models but only images of the scene as input to render new views. Light field approximation, represented as a set of images, suffers from so-called refocusing artifacts due to different depth values of the pixels in the scene. Without information about depths in the scene, proper focusing of the light field scene is limited to a single focusing distance. The correct focusing method is addressed in this work and a real-time solution is proposed for focusing of light field scenes, based on statistical analysis
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Kin, 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.

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Object In this study, the authors used preoperative simulation employing 3D computer graphics (interactive computer graphics) to fuse all imaging data for brainstem cavernous malformations. The authors evaluated whether interactive computer graphics or 2D imaging correlated better with the actual operative field, particularly in identifying a developmental venous anomaly (DVA). Methods The study population consisted of 10 patients scheduled for surgical treatment of brainstem cavernous malformations. Data from preoperative imaging (MRI, CT, and 3D rotational angiography) were automatically fus
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Deng, 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.

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Terrain rendering has long been an active research topic in computer graphic and virtual reality. If large and detailed, digital terrains can be represented by a huge amount of data and therefore of graphical primitives to render in real-time. A dynamic, realistic and seamless rendering scheme for large scale terrain was proposed in this paper, based on successive LOD tiles and GPU acceleration. Multi-resolution girds and images were used for view-dependent data control and grid simplification, and multi-thread mechanism was employed for visibility clipping and data exchange between memory and
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Chan, 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.

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Bajaj, 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.

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Zhang, 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.

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48

Maim, 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.

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Tamura, 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.

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Wu, 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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The continued advancements of time-of-flight imaging devices have enabled new imaging pipelines with numerous applications. Consequently, several forward rendering techniques capable of accurately and efficiently simulating these devices have been introduced. However, general-purpose differentiable rendering techniques that estimate derivatives of time-of-flight images are still lacking. In this paper, we introduce a new theory of differentiable time-gated rendering that enjoys the generality of differentiating with respect to arbitrary scene parameters. Our theory also allows the design of ad
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