Academic literature on the topic 'Realtime 3D rendering'

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Journal articles on the topic "Realtime 3D rendering"

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Winarja, Winarja, M. Suyanto, and Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4." Creative Information Technology Journal 7, no. 2 (2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.

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Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.
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Martyastiadi, Yusup S., Raissa Theodosia, and Sera Prestasi. "Low-Poly Modeling Tokoh Dan Environment Dalam Desain Game 3D." ULTIMART Jurnal Komunikasi Visual 8, no. 1 (2016): 50–57. http://dx.doi.org/10.31937/ultimart.v8i1.459.

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Game 3D yang baik dan menarik mempunyai tingkat waktu render nyata (real-time rendering) yang tinggi. Di sisi lain, tampilan visual dengan resolusi tinggi akan menambah nilai immersion bagi pemain. Bagi pengembang game 3D, dua hal tersebut menjadi tantangan dalam mendesain game. Secara umum, aplikasi game engine membutuhkan aset game 3D dengan jumlah polygon yang rendah (low-poly) untuk mendukung kecepatan real-time rendering. Hal ini dilakukan untuk menghindari tampilan visual dan animasi yang terputus-putus di saat memainkan game 3D. Dalam makalah ini akan dipaparkan penerapan low-poly modeling yang didukung dengan metode normal map, projection map dan texturing agar tampilan realistiknya tetap tinggi.
 Keywords: desain game 3D, low-poly modeling, normal map, projection, realtime rendering
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Aryanto, Aryanto, Tengku Hisyam Muhammad Umar, and Doni Winarso. "Analisis Perbandingan Teknik 3D Rendering Cycles Dan Eevee Pada Software Blender." JURNAL FASILKOM 10, no. 1 (2020): 11–19. http://dx.doi.org/10.37859/jf.v10i1.1902.

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Penelitian ini membahas tentang menganalisis perbandingan teknik rendering tiga dimensi antara render Cycles dengan render Eevee yang ada didalam perangkat lunak opensource Blender 3D. Hasil pengujiannya akan membantu setiap CG Artist atau pengguna aplikasi tiga dimensi dalam memilih render engine yang cocok untuk karya atau 3D Artwork yang mereka kerjakan. Teknik render yang dianalisis yaitu Cycles yang merupakan jenis render engine pre-rendered yang proses rendernya bisa menghabiskan waktu lama karena pemrosesannya yang rumit, kemudian Eevee merupakan real-time render yang proses render-nya sendiri tidak begitu membutuhkan waktu yang lama, karena prosesnya sendiri dilakukan secara realtime. Vertices dan Texture digunakan sebagai parameter pengukuran untuk pengujian kedua teknik rendering. Analisis perbandingan Cycles dan Eevee akan menghasilkan pengujian kecepatan render, ukuran file hasil render, dan kualitas gambar dari hasil render. Hasil dari penelitian ini mampu menyatakan bahwa Eevee mengungguli Cycles dalam dalam perbandingan kecepatan rendering, Cycles dan Eevee pada output hasil render tidak jauh berbeda ukuran file-nya, dan kualitas gambar dari render menyatakan Eevee lebih unggul dibandingkan Cycles.
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Sarassati, Renovita, Amrullah Amrullah, and Ahmad Saipullah. "Media Video Animasi 3D Sebagai Salah Satu Pembelajaran." CICES 4, no. 1 (2018): 113–24. http://dx.doi.org/10.33050/cices.v4i1.482.

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3D animation is the creation of moving images in 3 dimensional digital space. This is done by creating a frame that simulates each image. In 3D video animation learning is very much in the interest of today's society and the future, so the 3D media is very important in making animation, filmed with a virtual camera, and the output of the video which is already rendering or Realtime, if the goal is to create a game. 3D animations typically display at speeds in excess of 24 frames per second. The concept of 3D animation itself is a model that has the shape, volume, and space. 3D animation is at the heart of gaming and virtual reality, but usually 3D animation is also used in graphical presentations to add visual effects or movies.
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Wang, Weihong, Zhongzhou Jiang, Honglin Qiu, and Wei Li. "Real-Time Simulation of Fluid Scenes by Smoothed Particle Hydrodynamics and Marching Cubes." Mathematical Problems in Engineering 2012 (2012): 1–9. http://dx.doi.org/10.1155/2012/635631.

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Simulating fluid scenes in 3DGIS is of great value in both theoretical research and practical applications. To achieve this goal, we present an algorithm for simulation of fluid scenes based on smoothed particle hydrodynamics. A 3D spatial grid partition algorithm is proposed to increase the speed for searching neighboring particles. We also propose a real-time interactive algorithm about particle and surface topography. We use Marching Cubes algorithm to extract the surface of free moving fluids from particles data. Experiments show that the algorithms improve the rate of rendering frame in realtime, reduce the computing time, and extract good real effects of fluid surface.
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Uhl, J. F. "Three-dimensional modelling of the venous system by direct multislice helical computed tomography venography: technique, indications and results." Phlebology: The Journal of Venous Disease 27, no. 6 (2012): 270–88. http://dx.doi.org/10.1258/phleb.2012.012j07.

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The aim of multislice helical computed tomography venography (CTV) is to provide a precise, global and three-dimensional (3D) anatomical depiction of the venous network of the lower limbs. A multislice and multidetector spiral CT acquisition of the lower limbs with contrast injection of the dorsal foot produces about 1000 slices in 30 seconds. Dedicated volume-rendering software can compute a realistic and interactive 3D model of the venous system in realtime. This new tool furnishes an accurate 3D representation of the whole venous system of the lower limb with a realistic 3D model of the limbs, providing a road map of the varicose networks complementary to the duplex ultrasound (DUS). CTV allows a complete morphological study of the deep veins, including the detection of anatomical variations and proximal venous obstruction, not easily detectable by DUS. In the case of deep vein thrombosis, it has been shown to be a good diagnostic tool, well correlated with sonography. It also demonstrates, in some cases, haemodynamic patterns which are not available by DUS, particularly for perforator veins and congenital vascular malformations. The use of virtual reality techniques enables a complete anatomical study of both deep and superficial veins including a virtual dissection of the limbs. CTV is also a great educational tool to learn anatomy of the venous system and a powerful research tool to improve our knowledge of venous anatomy.
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Kasprzak, J. D., M. Kierepka, A. Zlahoda-Huzior, et al. "Mixed reality interactive visualization of cardiovascular anatomy in interventional lab – clinical implementation in transvascular patent ductus arteriosus closure." European Heart Journal 41, Supplement_2 (2020). http://dx.doi.org/10.1093/ehjci/ehaa946.3437.

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Abstract Aim Three-dimensional (3D) noninvasively acquired datasets containing anatomical information about the heart are a modern option for procedural support during percutaneous cardiac interventions. We present initial experience of patent ductus arteriosus (PDA) closure with workflow integrated with innovative mixed reality display (MRD) to improve 3D perception and navigation in 3D computed tomography angiographic (CTA) datasets. Methods We report incorporation of intraprocedural mixed-reality display of segmented CTA (computed tomography angiography) data using a voice- and gesture controlled head-mounted display during routine percutaneous occlusions of PDA in adults. A dedicated software pathway was used for files conversion, real-time Wi-Fi streaming of 3D rendering from PC to device and manipulation of spatial data during the procedures. Results Pre-recorded CTA studies of aorta and ductus were manually segmented and uploaded into custom designed 3D DICOM for realtime export to MRD device. 3D holograms were successfully displayed during the procedure by commercially available head-mounted display allowing touchless control and image sharing within cath-lab. Wiring of PDA aortic orifice was assisted by 3D hologram controlled by the imaging specialist and shared by the operator. Thus, MRD using evolving versions of custom software was successfully executed with segmented data presented as a semitransparent cubic hologram positioned in a convenient part of visual field allowing real-world action and with touchless control by medical team. Operator appreciated the use of MRD hologram realistically visualizing spatial relationships as practical aid to establish anatomical relationships and facilitate entry into ductus orifice. Procedures were successfully completed using arteriovenous guidewire loop to implant vascular occluders. Conclusions We demonstrate the methodology and software evolution (segmentation, data fusion) allowing practical implementation of intraprocedural mixed reality display of 3D CTA data, with sterile, touchless control of holographic image shared by interventional and imaging team to support percutaneous PDA closure. Funding Acknowledgement Type of funding source: Private company. Main funding source(s): MEDAPP
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Dissertations / Theses on the topic "Realtime 3D rendering"

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Lewenhaupt, Axel. "Real Time Depth Sorting of Transparent Fragments." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-241242.

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Using transparency is an important technique for modelling partial coverage in computer graphics and is used for a variety of effects such as hair, fur, glass, smoke and particle effects. Replacing the per object sorting as the dominant algorithm used in real time 3D engines with anew algorithm with less rendering artifacts could let artists use more transparency and effects in their scenes. This thesis evaluates two algorithms as a possible replacement to the per object sorting algorithm, the per pixel linked list and the weighted blended order-independent transparency (WBOIT) in a visual comparison and a performance evaluation. The results shows that neither of the algorithms are suitable as replacement as a unified and general transparency algorithm but there are cases where the algorithms can be used as a replacement. The per pixel linked list has good visual quality but lacks in performance and can be used in limited scope such as hair renderings. The WBOIT algorithm has good performance but the approximation used can give noticeable errors in color when there is a large difference in depth between transparent objects.<br>I datorgrafik är transparens en viktig teknik för att efterlikna partiell blockering och används i ett flertal områden, så som rendering av hår, päls, glas, rök och partikeleffekter. Om det går att ersätta per objekt-sortering som den mest använda algoritmen i realtidsmotorer för 3D med en ny algoritm med färre renderingsfel blir det möjligt för 3D-designersatt använda mer genomskinlighet och effekter i sina scener. I den här rapporten utvärderas och jämförs två algoritmer, per pixel linked lists och weighted blended order-independent transparency mot per objektsortering i en visuell- och prestandautvärdering. Implementeringen är gjort i spelmotorn Stingray. Resultaten visar att ingen av algoritmerna är en värdig kandidat föratt användas som en universell och generell transparensalgoritm men det finns tillfällen där deras styrkor kan användas. Per pixel linked lists håller en hög visuell kvalité men har inte tillräckligt bra prestanda och kan därför endast användas för mindre områden, så som hårrendering. Weighted blended order-independent transparency har istället bra prestanda men kan skapa påtagliga visuella fel när det är stora skillnader i djup mellan objekt.
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Káčerik, Martin. "Rozšíření programu VRUT o zobrazovací plugin v rozhraní Vulkan." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363861.

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The master’s thesis submitted deals with realtime rendering of three-dimensional CAD data using Vulkan API. The thesis also covers possibilities of connecting the API with VRUT, complex solution for renderig developed by ŠKODA AUTO a.s. Design of such connection is presented in form of Vulkan rendering plugin for VRUT application. Performance of the designed module is compared with another rendering module, based on different rendering technologies.
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Hadim, Julien. "Etude en vue de la multirésolution de l’apparence." Thesis, Bordeaux 1, 2009. http://www.theses.fr/2009BOR13794/document.

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Les fonctions de texture directionnelle "Bidirectional Texture Function" (BTF) ont rencontrés un certain succès ces dernières années, notamment pour le rendu temps-réel d'images de synthèse, grâce à la fois au réalisme qu'elles apportent et au faible coût de calcul nécessaire. Cependant, un inconvénient de cette approche reste la taille gigantesque des données : de nombreuses méthodes ont été proposées afin de les compresser. Dans ce document, nous proposons une nouvelle représentation des BTFs qui améliore la cohérence des données et qui permet ainsi une compression plus efficace. Dans un premier temps, nous étudions les méthodes d'acquisition et de génération des BTFs et plus particulièrement, les méthodes de compression adaptées à une utilisation sur cartes graphiques. Nous réalisons ensuite une étude à l'aide de notre logiciel "BTFInspect" afin de déterminer parmi les différents phénomènes visuels dans les BTFs, ceux qui influencent majoritairement la cohérence des données par texel. Dans un deuxième temps, nous proposons une nouvelle représentation pour les BTFs, appelées Flat Bidirectional Texture Function (Flat-BTFs), qui améliore la cohérence des données d'une BTF et donc la compression des données. Dans l'analyse des résultats obtenus, nous montrons statistiquement et visuellement le gain de cohérence obtenu ainsi que l'absence d'une perte significative de qualité en comparaison avec la représentation d'origine. Enfin, dans un troisième temps, nous démontrons l'utilisation de notre nouvelle représentation dans des applications de rendu en temps-réel sur cartes graphiques. Puis, nous proposons une compression de l'apparence grâce à une méthode de quantification sur GPU et présentée dans le cadre d'une application de diffusion de données 3D entre un serveur contenant des modèles 3D et un client désirant visualiser ces données<br>In recent years, Bidirectional Texture Function (BTF) has emerged as a flexible solution for realistic and real-time rendering of material with complex appearance and low cost computing. However one drawback of this approach is the resulting huge amount of data: several methods have been proposed in order to compress and manage this data. In this document, we propose a new BTF representation that improves data coherency and allows thus a better data compression. In a first part, we study acquisition and digital generation methods of BTFs and more particularly, compression methods suitable for GPU rendering. Then, We realise a study with our software BTFInspect in order to determine among the different visual phenomenons present in BTF which ones induce mainly the data coherence per texel. In a second part, we propose a new BTF representation, named Flat Bidirectional Texture Function (Flat-BTF), which improves data coherency and thus, their compression. The analysis of results show statistically and visually the gain in coherency as well as the absence of a noticeable loss of quality compared to the original representation. In a third and last part, we demonstrate how our new representation may be used for realtime rendering applications on GPUs. Then, we introduce a compression of the appearance thanks to a quantification method on GPU which is presented in the context of a 3D data streaming between a server of 3D data and a client which want visualize them
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Book chapters on the topic "Realtime 3D rendering"

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Yi, Jeong-Seon, Suk-Jeong Seong, and Yang-Hee Nam. "The Realtime Method Based on Audio Scenegraph for 3D Sound Rendering." In Advances in Multimedia Information Processing - PCM 2005. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11581772_63.

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Conference papers on the topic "Realtime 3D rendering"

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Prakash, Edmond, Jonathan Rushworth, Baihua Li, et al. "Realtime 3D in Game Engines: Rendering, Animation & Interaction." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-3190-5_workshop1.

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Wei, Ping, and Yanning Xu. "Research on Realtime Rendering of 3D High-Speed Rail GIS." In 2013 Seventh International Conference on Image and Graphics (ICIG). IEEE, 2013. http://dx.doi.org/10.1109/icig.2013.149.

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