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Journal articles on the topic 'Texture-based rendering'

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1

Sun, Yuhong, Jiatao Wang, and Lijuan Han. "Pencil drawing rendering based on example texture." Journal of Computational Methods in Sciences and Engineering 17, no. 4 (November 24, 2017): 635–44. http://dx.doi.org/10.3233/jcm-170747.

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2

Celes, Waldemar, and Frederico Abraham. "Fast and versatile texture-based wireframe rendering." Visual Computer 27, no. 10 (August 27, 2011): 939–48. http://dx.doi.org/10.1007/s00371-011-0623-6.

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3

Caban, J. J., and P. Rheingans. "Texture-based Transfer Functions for Direct Volume Rendering." IEEE Transactions on Visualization and Computer Graphics 14, no. 6 (November 2008): 1364–71. http://dx.doi.org/10.1109/tvcg.2008.169.

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4

Qian, Wen Hua, Dan Xu, Kun Yue, Zheng Guan, and Yuan Yuan Pu. "Texture Deviation Mapping Based on Detail Enhancement." Advanced Engineering Forum 6-7 (September 2012): 32–37. http://dx.doi.org/10.4028/www.scientific.net/aef.6-7.32.

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To provide with an effective technique for non-photorealistic rendering for computer generated images with artistic appearances from 2D images motivates our work in this paper. The methods proposed in this paper are inspired by the image deviation mapping constructed from a single texture background image. We establish our method for obtaining artistic appearances taking the deviation mapping as the underlying basis. Based on the simple linear filtering convolution operation, which is well suited of progressive coarsening of images and for detail extraction, and the image’s detail, such as edge and tone can be preserved in the final artistic appearance. This method has the exact computational complexity, and this technique is easily to implement and the rendering speed is fast.
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5

Tsunematsu, Yuta, Norihiko Kawai, Tomokazu Sato, and Naokazu Yokoya. "Texture Transfer Based on Energy Minimization for Painterly Rendering." Journal of Information Processing 24, no. 6 (2016): 897–907. http://dx.doi.org/10.2197/ipsjjip.24.897.

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6

Bajaj, Chandrajit, Insung Ihm, and Sanghun Park. "Compression-Based 3D Texture Mapping for Real-Time Rendering." Graphical Models 62, no. 6 (November 2000): 391–410. http://dx.doi.org/10.1006/gmod.2000.0532.

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7

Kniss, J., P. McCormick, A. McPherson, J. Ahrens, J. Painter, A. Keahey, and C. Hansen. "Interactive texture-based volume rendering for large data sets." IEEE Computer Graphics and Applications 21, no. 4 (2001): 52–61. http://dx.doi.org/10.1109/38.933524.

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8

Kähler, Ralf, and Hans-Christian Hege. "Texture-based volume rendering of adaptive mesh refinement data." Visual Computer 18, no. 8 (December 1, 2002): 481–92. http://dx.doi.org/10.1007/s00371-002-0174-y.

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9

Yang, Chao, Shui Yan Dai, Ling Da Wu, and Rong Huan Yu. "Smoothly Rendering of Large-Scale Vector Data on Virtual Globe." Applied Mechanics and Materials 631-632 (September 2014): 516–20. http://dx.doi.org/10.4028/www.scientific.net/amm.631-632.516.

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The method of view-dependent smoothly rendering of large-scale vector data based on the vector texture on virtual globe is presented. The vector texture is rasterized from the vector data based on view-dependent quadtree LOD. And the vector texture is projected on the top of the terrain. The smooth transition of multi-level texture is realized by adjusting the transparency of texture dynamically based on view range in two processes to avoid texture “popping”. In “IN” process, the texture’s alpha value increases when the view range goes up while In “OUT” process, the texture’s alpha value decreases. the vector texture buffer updating method is used to accelerate the texture fetching based on the least-recently-used algorithm. In the end, the real-time large-scale vector data rendering is implemented on virtual globe. The result shows that this method can real-time render large-scale vector data smoothly.
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10

Zeng, Tao, Yan Liu, and Enshan Ouyang. "Combination of oriented-plane curvature reproduction and squeeze film effect-based texture reproduction to simulate curved and textured surface." Mechanics & Industry 22 (2021): 21. http://dx.doi.org/10.1051/meca/2021024.

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The finger skin contains a variety of receptors, which provide multiple tactile sensing channels. When a finger touches the surface of an object, people can simultaneously perceive curvature, texture, softness, temperature, and so on. However, in most of research activities, the designed haptic feedback devices can only focus on a certain channel. In this paper, the rendering of curved and periodic textured surfaces involving two channels, i.e., curvature and texture, was studied. Two psychophysical experiments were conducted to investigate whether the coupling of kinesthetic feedback of curvature and tactile feedback of texture could reproduce curved and textured surfaces with high fidelity. The results showed a deviation of the point of subjective equality values in terms of curvature and roughness, indicating that the curvature rendering and texture rendering have an impact on each other. Therefore, it is necessary to correct the bias when making virtual rendering. The influence of curvature on texture rendering is reduced by recalculating and adjusting the spatial period of the synthesized texture in real-time; the influence of texture on curvature rendering is eliminate by compensating the force difference between touch on physical strip and artificial stimulus.
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11

Wenhua, Qian, Xu Dan, Yue Kun, and Guan Zheng. "Video Texture Synthesis Based on Flow-Like Stylization Painting." Scientific World Journal 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/689496.

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The paper presents an NP-video rendering system based on natural phenomena. It provides a simple nonphotorealistic video synthesis system in which user can obtain a flow-like stylization painting and infinite video scene. Firstly, based on anisotropic Kuwahara filtering in conjunction with line integral convolution, the phenomena video scene can be rendered to flow-like stylization painting. Secondly, the methods of frame division, patches synthesis, will be used to synthesize infinite playing video. According to selection examples from different natural video texture, our system can generate stylized of flow-like and infinite video scenes. The visual discontinuities between neighbor frames are decreased, and we also preserve feature and details of frames. This rendering system is easy and simple to implement.
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12

WANG, Dong, Yu-nan ZHANG, Cheng-di LIN, and Tao LIU. "Rendering method for large-area terrain based on texture array." Journal of Computer Applications 30, no. 7 (July 30, 2010): 1832–34. http://dx.doi.org/10.3724/sp.j.1087.2010.01832.

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13

Soh, Youngsung, and Yongsuk Hae. "A New Depth Image Based Rendering with Local Texture Analysis." Advanced Science Letters 9, no. 1 (April 30, 2012): 173–78. http://dx.doi.org/10.1166/asl.2012.2507.

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14

Tian, Lei, Dapeng Chen, Xiulan Wen, and Aiguo Song. "Force Display and Tactile Display of Color Image Texture." International Journal of Pattern Recognition and Artificial Intelligence 35, no. 08 (March 27, 2021): 2154023. http://dx.doi.org/10.1142/s0218001421540239.

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In haptic interaction technology, texture haptic display is an important part. In order to perceive color image texture better, the haptic display methods of color texture based on force feedback and tactile feedback are proposed in this work. On the one hand, through the study of the physiological and psychological perception characteristics of color information, a new force rendering method of color image texture based on force feedback device is presented. The experimental results of color texture force perception show that the color texture force rendering algorithm in this paper works well. On the other hand, a color texture vibration tactile model is established based on the designed vibrotactile device. Its effectiveness is verified by vibration tactile perception experiment. Finally, for the color texture image of the real object surface, the force and vibrotactile display methods of color texture in this paper are used to conduct perception experiments and compared.
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15

ZHENG, XIN, XIAODONG WANG, HAIFENG CUI, and TONG RUAN. "AN EFFICIENT MULTI-RESOLUTION TEXTURE SYNTHESIZING METHOD BASED ON WAVELET TRANSFORM." Journal of Circuits, Systems and Computers 18, no. 08 (December 2009): 1505–16. http://dx.doi.org/10.1142/s0218126609005824.

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The real-time rendering of high-quality, non-uniform scenes based on viewpoint has always been one of the most difficult problems in the CG area. In this paper, we propose one efficient algorithm to solve this problem with the help of merging texture synthesis and discrete wavelet transform (DWT) techniques. Using a single normal-sized image input, we can efficiently obtain texture sizes with different resolutions and update these in real-time rendering with the help of DWT. The results of our experiments prove that our algorithm can smoothly and efficiently render the non-uniform scenes based on viewpoint.
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16

Wang, Lei. "Research of Air Pollution Dispersion Visualization Based on GPU and Volume Rendering." Advanced Materials Research 765-767 (September 2013): 3058–60. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.3058.

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To address the air pollution diffusing problem, a visualization algorithm based on fluid diffusion physical model and volume rendering is proposed to simulate the diffusion process epically for the urgent pollution accidents. The diffusion model is based on the simplified heat diffusion equation and the basic vortex constraint. The texture mapping based volume rendering method is adapted to handle the visualization algorithm. In addition, the render process adopts the GPU to implement the real-time visualization rendering.
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17

MISAKI, Yuji, Fumihiko INO, and Kenichi HAGIHARA. "Cache-Aware, In-Place Rotation Method for Texture-Based Volume Rendering." IEICE Transactions on Information and Systems E100.D, no. 3 (2017): 452–61. http://dx.doi.org/10.1587/transinf.2016edp7178.

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18

SATOH, TETSU R. "Texture-Based Rendering for Dynamical Systems by Non-Linear Ray Tracing." Journal of the Visualization Society of Japan 23, Supplement1 (2003): 411–12. http://dx.doi.org/10.3154/jvs.23.supplement1_411.

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19

Chang, Chih-Wen, Wen-Chieh Lin, Tan-Chi Ho, Tsung-Shian Huang, and Jung-Hong Chuang. "Real-Time Translucent Rendering Using GPU-based Texture Space Importance Sampling." Computer Graphics Forum 27, no. 2 (April 2008): 517–26. http://dx.doi.org/10.1111/j.1467-8659.2008.01149.x.

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20

Měch, Radomír. "Real-Time Image-Based Rendering Using Surface Proxies and Texture Packing." Journal of Graphics Tools 8, no. 4 (January 2003): 1–19. http://dx.doi.org/10.1080/10867651.2003.10487590.

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21

Lippert, L., and M. H. Gross. "Fast Wavelet Based Volume Rendering by Accumulation of Transparent Texture Maps." Computer Graphics Forum 14, no. 3 (August 1995): 431–43. http://dx.doi.org/10.1111/1467-8659.1430431.

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22

Lippert, L., and M. H. Gross. "Fast Wavelet Based Volume Rendering by Accumulation of Transparent Texture Maps." Computer Graphics Forum 14, no. 3 (August 1995): 431–43. http://dx.doi.org/10.1111/j.1467-8659.1995.cgf143_0431.x.

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23

Zhao, Xi Qing, Wen Ying Zhang, Peng Sun, and Li Jun Wang. "The Adjustment of Texture Mapping Based on Image-Entropy." Advanced Materials Research 765-767 (September 2013): 2866–69. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.2866.

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Mass terrain in four fork tree index structure Xia, draws Shi needs for effective of texture map, viewpoint of moved and texture retrieved Shi scene dynamic update directly effect to displayed efficiency, used macro points block match micro-texture map of method, effective to reduced has data of frequency refresh; introduced image entropy reflect image color distribution of space features, to improve original terrain texture, to out a more meet actual of terrain draws method; experimental indicates that in mass terrain texture map process in the, Increases the level of authenticity and real-time terrain rendering
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24

Zhang, Yin Xia, Guo Hua Geng, and Ming Quan Zhou. "The Simulation of Rusty Phenomenon Based on Image Texture Feature." Applied Mechanics and Materials 513-517 (February 2014): 3972–75. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.3972.

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The simulation of aging appearance is essential in the realistic modeling, We propose a method using existing aging image to simulate aging appearance, We establish the classification library, extract the texture feature of different types aging and save them, set the weight of the texture feature and synthesis texture according to the environment. In addition, user can specify the constrained texture mapping position optionally. This method can simulate various rusty phenomenon simultaneously. It can also be combined with physically-based method and ton spreading-based method to implement rendering of realistic 3D model rapidly.
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25

Sun, Jin Guang, Xin Nian Yang, Yang Li, and Jun Tao Wang. "Real-Time Flame Simulation Based on Volume Rendering." Applied Mechanics and Materials 130-134 (October 2011): 2643–46. http://dx.doi.org/10.4028/www.scientific.net/amm.130-134.2643.

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Computer simulation of the flame is difficult to achieve real-time and realistic problem, proposing a fire simulation method based on fluid model and GPU general computing combining. The method is based on the incompressible flame, low-density, non-sticky and so on. Semi-Lagrange method is using to solve the fluid equations, using volume rendering based on 3D texture to rendering the flame. Then, using the method of energy-spectrum of radiation to control the color of the flame, and using the GPU to accelerate in parallel, balance realistic and real time.
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26

Rui, Xiao, Ji Cheng Quan, Xiu Ying Zhao, and Hong Wei Wang. "Texture Model Simplification Algorithm Based on Feature Preserving." Advanced Materials Research 791-793 (September 2013): 1458–62. http://dx.doi.org/10.4028/www.scientific.net/amr.791-793.1458.

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In order to keep the geometric shape and texture of the model in the process of model simplification, this paper proposes a simplification algorithm based on feature preserved for model with texture. By finding the feature points and odd points of the model controlling the point selection to collapse edge for simplifying model. Angle between normal vectors of the edges two vertices and the area of the triangles adjacent to the edge are introduced in the QEM algorithm as the error factor to redefine the cost of edge collapse, finally better keep the feature of model. This paper uses Mipmap technology to generate multi-resolution texture maps so that improves the efficiency when rendering model in real time.
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27

Wang, Junpeng, Fei Yang, and Yong Cao. "A cache-friendly sampling strategy for texture-based volume rendering on GPU." Visual Informatics 1, no. 2 (June 2017): 92–105. http://dx.doi.org/10.1016/j.visinf.2017.08.001.

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28

Ndjiki-Nya, P., M. Koppel, D. Doshkov, H. Lakshman, P. Merkle, K. Muller, and T. Wiegand. "Depth Image-Based Rendering With Advanced Texture Synthesis for 3-D Video." IEEE Transactions on Multimedia 13, no. 3 (June 2011): 453–65. http://dx.doi.org/10.1109/tmm.2011.2128862.

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29

Meseth, Jan, Gero Müller, and Reinhard Klein. "Reflectance field based real-time, high-quality rendering of bidirectional texture functions." Computers & Graphics 28, no. 1 (February 2004): 105–12. http://dx.doi.org/10.1016/j.cag.2003.10.011.

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30

Hu, Da Bin, Jian Bo Xiao, and Jin Hui Hu. "Real-Time Simulation of Dynamic Cloud Based on Fractal." Applied Mechanics and Materials 220-223 (November 2012): 2841–45. http://dx.doi.org/10.4028/www.scientific.net/amm.220-223.2841.

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Cloud is a common, widespread natural phenomenon. Cloud modeling and rendering plays a great important role in virtual environments. This article based on texture splatting on particles method, and considers the clouds as a grade model. A method based on fractal is chosen to generate cloud texture and then texture is mapping to the facets. The method introduced in this article is simple and can improve the cloud modeling velocity. The results show that the method can meet the common requirements in scene simulation and have a good performance in real-time and reality.
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31

Saga, Satoshi, and Junya Kurogi. "Sensing and Rendering Method of 2-Dimensional Haptic Texture." Sensors 21, no. 16 (August 17, 2021): 5523. http://dx.doi.org/10.3390/s21165523.

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Nowadays, touchscreens have been used worldwide. However, most of them lack realistic haptic feedback. Several haptic feedback devices employ one-dimensional vibration only. We aim at a novel rendering method for direction-controlled 2-dimensional vibration display to present texture information. This paper proposed a rendering method of texture information that enables lateral-force-based 2-dimensional vibration in the X and Y-axis. Moreover, we proposed combining AKAZE image feature information of the textures to improve the fidelity for larger periodic textures. We held experiments to evaluate the fidelity of the proposed method. The result shows that the proposed method has higher fidelity in presenting randomized textures and large periodic textures than the conventional method.
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32

Choi, Seungmoon, and Hong Z. Tan. "Perceived Instability of Virtual Haptic Texture: III. Effect of Update Rate." Presence: Teleoperators and Virtual Environments 16, no. 3 (June 1, 2007): 263–78. http://dx.doi.org/10.1162/pres.16.3.263.

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This study investigates the effect of update rate on the quality of haptic virtual textures, with the goal to develop a guideline for choosing an optimal update rate for haptic texture rendering. Two metrics, control stability and perceived quality of the virtual haptic texture, were used. For control stability, we examined the effect of update rate on the “buzzing” of virtual haptic textures. For perceived quality, we measured the discriminability of virtual haptic textures rendered at different update rates. Our study indicates that update rates much higher than the conventional 1 kHz are needed in order to achieve a stable rendering of “clean and hard” textured surfaces. We also found that our ability to distinguish textures rendered with different update rates depends on whether the virtual textures contain perceived instability. Based on these results, we provide a general guideline for selecting an optimal update rate for rendering virtual textured surfaces.
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33

Wang, Shyh-Roei, Yung-Nien Sun, and Fong-Ming Chang. "Artifact removal and texture-based rendering for visualization of 3D fetal ultrasound images." Medical & Biological Engineering & Computing 46, no. 6 (December 18, 2007): 575–88. http://dx.doi.org/10.1007/s11517-007-0286-7.

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34

Guo, Fan, Jin Tang, and Xiaoming Xiao. "Foggy Scene Rendering Based on Transmission Map Estimation." International Journal of Computer Games Technology 2014 (2014): 1–13. http://dx.doi.org/10.1155/2014/308629.

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Realistic rendering of foggy scene is important in game development and virtual reality. Traditional methods have many parameters to control or require a long time to compute, and they are usually limited to depicting a homogeneous fog without considering the foggy scene with heterogeneous fog. In this paper, a new rendering method based on transmission map estimation is proposed. We first generate perlin noise image as the density distribution texture of heterogeneous fog. Then we estimate the transmission map using the Markov random field (MRF) model and the bilateral filter. Finally, virtual foggy scene is realistically rendered with the generated perlin noise image and the transmission map according to the atmospheric scattering model. Experimental results show that the rendered results of our approach are quite satisfactory.
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35

LI, XIAOYING, and ENHUA WU. "RELIEF TEXTURE MAPPING ON FIELD PROGRAMMABLE GATE ARRAY." International Journal of Image and Graphics 06, no. 04 (October 2006): 641–55. http://dx.doi.org/10.1142/s021946780600246x.

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Relief texture mapping is an image-based rendering technique which can successfully support the representation of 3D surface details and view motion parallax. It has the potential to significantly increase visual realism of rendered geometry while keeping system load constant. In this paper, FPGA (Field Programmable Gate Array) chip technology is applied to this three-dimensional image warping method. A relief texture mapping system has been implemented on a reprogrammable and reconfigurable FPGA board. The algorithm is optimized for the specific architecture and the framework is customized for circuit resources, which can be flexibly changed for other structures. In our design, we take advantage of inherent parallelism of the algorithm by concatenating multiple warping engines and well organizing data in memory space. Experimental results show high image quality with improved rendering speed.
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36

Zhang, Xuequan, Jin Liu, Zihe Hu, and Ming Zhong. "Flow Modeling and Rendering to Support 3D River Shipping Based on Cross-Sectional Observation Data." ISPRS International Journal of Geo-Information 9, no. 3 (March 9, 2020): 156. http://dx.doi.org/10.3390/ijgi9030156.

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The flow in meandering rivers is characterized by rapid changes in flow velocity and water level, especially in flooded environments. Accurate cross-sectional observation data enable continuous monitoring of flow conditions, which is important for river navigation. In this paper, cross-sectional data based flow modeling and rendering methods are studied to build an interactive hybrid flow environment for three-dimensional river shipping. First, the sparse cross-sectional data are extrapolated and interpolated to provide dense sampling points. Then, the data are visualized separately by dynamic texture mapping, particle tracking, streamline rendering, and contour surface rendering. Finally, the rendering models are integrated with ship animation to build a comprehensive hybrid river navigation scenario. The proposed methods are tested by visualizing measured cross-sectional data in the Yangtze River using an open-source software, called World Wind. The experimental results demonstrate that the hybrid flow rendering achieves comprehensive visual effect and the rendering frame rate is greater than 30. The interactive hybrid flow visualization is beneficial to support river shipping analysis.
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37

Xiao, Yahui. "Research on Visual Image Texture Rendering for Artistic Aided Design." Scientific Programming 2021 (August 7, 2021): 1–8. http://dx.doi.org/10.1155/2021/1190912.

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The rendering effect of known visual image texture is poor and the output image is not always clear. To solve this problem, this paper proposes a visual image rendering based on scene visual understanding algorithm. In this approach, the color segmentation of known visual scene is carried out according to a predefined threshold, and the segmented image is processed by morphology. For this purpose, the extraction rules are formulated to screen the candidate regions. The color image is fused and filtered in the neighborhood, the pixels of the image are extracted, and the 2D texture recognition is realized by multilevel fusion and visual feature reconstruction. Using compact sampling to extract more target features, feature points are matched, the coordinate system of known image information are integrated into a unified coordinate system, and design images are generated to complete art-aided design. Simulation results show that the proposed method is more accurate than the original method for extracting the information of known images, which helps to solve the problem of clearly visible output images and improves the overall design effect.
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38

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 disk, at the same time, a seamless combination algorithm between tiles of terrain and texture was proposed. Experimental results of real scenes with open data and comparisons with traditional method demonstrate the efficiency and practicality of our method.
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39

LI, PING, HANQIU SUN, JIANBING SHEN, and CHEN HUANG. "HDR IMAGE RERENDERING USING GPU-BASED PROCESSING." International Journal of Image and Graphics 12, no. 01 (January 2012): 1250007. http://dx.doi.org/10.1142/s0219467812500076.

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One essential process in image rerendering is to replace existing texture in the region of interest by other user-preferred textures, while preserving the shading and similar texture distortion. In this paper, we propose the graphics processing units (GPU)-accelerated high dynamic range (HDR) image rerendering using revisited NLM processing in parallel on GPU-CUDA platform, to reproduce the realistic rendering of HDR images with retexturing and transparent/translucent effects. Our image-based approach using GPU-based pipeline in gradient domain provides efficient processing with easy-control image retexturing and special shading effects. The experimental results showed the efficiency and high-quality performance of our approach.
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40

Kumar, Halaguru Basavarajappa Basanth, and Haranahalli Rajanna Chennamma. "Classification of Computer Graphic Images and Photographic Images Based on Fusion of Color and Texture Features." Revue d'Intelligence Artificielle 35, no. 3 (June 30, 2021): 201–7. http://dx.doi.org/10.18280/ria.350303.

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With the rapid advancement in digital image rendering techniques, allows the user to create surrealistic computer graphic (CG) images which are hard to distinguish from photographs captured by digital cameras. In this paper, classification of CG images and photographic (PG) images based on fusion of global features is presented. Color and texture of an image represents global features. Texture feature descriptors such as gray level co-occurrence matrix (GLCM) and local binary pattern (LBP) are considered. Different combinations of these global features are investigated on various datasets. Experimental results show that, fusion of color and texture features subset can achieve best classification results over other feature combinations.
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41

Hoarau, Charlotte, and Sidonie Christophe. "Cartographic continuum rendering based on color and texture interpolation to enhance photo-realism perception." ISPRS Journal of Photogrammetry and Remote Sensing 127 (May 2017): 27–38. http://dx.doi.org/10.1016/j.isprsjprs.2016.09.012.

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42

Hwang, Jinwoo, June Sic Kim, Jae Seok Kim, In Young Kim, and Sun I. Kim. "Real-time volume rendering of four-dimensional images based on three-dimensional texture mapping." Journal of Digital Imaging 14, S1 (June 2001): 202–4. http://dx.doi.org/10.1007/bf03190339.

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43

Li, Wang, Guan, Xie, Huang, Wen, and Zhou. "A High-performance Cross-platform Map Rendering Engine for Mobile Geographic Information System (GIS)." ISPRS International Journal of Geo-Information 8, no. 10 (September 20, 2019): 427. http://dx.doi.org/10.3390/ijgi8100427.

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With the diversification of terminal equipment and operating systems, higher requirements are placed on the rendering performance of maps. The traditional map rendering engine relies on the corresponding operating system graphics library, and there are problems such as the inability to cross the operating system, low rendering performance, and inconsistent rendering style. With the development of hardware, graphics processing unit (GPU) appears in various platforms. How to use GPU hardware to improve map rendering performance has become a critical challenge. In order to address the above problems, this study proposes a cross-platform and high-performance map rendering (Graphics Library engine, GL engine), which uses mask drawing technology and texture dictionary text rendering technology. It can be used on different hardware platforms and different operating systems based on the OpenGL graphics library. The high-performance map rendering engine maintains a consistent map rendering style on different platforms. The results of the benchmark experiments show that the performance of GL engine is 1.75 times and 1.54 times better than the general map rendering engine in the iOS system and in the Android system, respectively, and the rendering performance for vector tiles is 11.89 times and 9.52 times better than rendering in the Mapbox in the iOS system and in the Android system, respectively.
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Hwang, Jin-Woo, Jong-Min Lee, In-Young Kim, In-Ho Song, Yong-Hee Lee, and SunI Kim. "A PC-based high-quality and interactive virtual endoscopy navigating system using 3D texture based volume rendering." Computer Methods and Programs in Biomedicine 71, no. 1 (May 2003): 77–84. http://dx.doi.org/10.1016/s0169-2607(02)00054-8.

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Huang, Xiangxiang, Quansheng Zhu, and Wanshou Jiang. "GPVC: Graphics Pipeline-Based Visibility Classification for Texture Reconstruction." Remote Sensing 10, no. 11 (November 1, 2018): 1725. http://dx.doi.org/10.3390/rs10111725.

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The shadow-mapping and ray-tracing algorithms are the two popular approaches used in visibility handling for multi-view based texture reconstruction. Visibility testing based on the two algorithms needs a user-defined bias to reduce computation error. However, a constant bias does not work for every part of a geometry. Therefore, the accuracy of the two algorithms is limited. In this paper, we propose a high-precision graphics pipeline-based visibility classification (GPVC) method without introducing a bias. The method consists of two stages. In the first stage, a shader-based rendering is designed in the fixed graphics pipeline to generate initial visibility maps (IVMs). In the second stage, two algorithms, namely, lazy-projection coverage correction (LPCC) and hierarchical iterative vertex-edge-region sampling (HIVERS), are proposed to classify visible primitives into fully visible or partially visible primitives. The proposed method can be easily implemented in the graphics pipeline to achieve parallel acceleration. With respect to efficiency, the proposed method outperforms the bias-based methods. With respect to accuracy, the proposed method can theoretically reach a value of 100%. Compared with available libraries and software, the textured model based on our method is smoother with less distortion and dislocation.
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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 technologies are presented such as: LOD of the terrain, visibility culling, and cracks eliminate, view-dependent refine, LOD error, technologies of texture etc. Using LOD technology, VR system can greatly reduce the; number of polygons produced in real-time rendering procedure. Finally, we do experimental design work based on the methods and techniques presented by this paper.
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Shin, Donghee, Kyungwoon Cho, and Hyokyung Bahn. "File Type and Access Pattern Aware Buffer Cache Management for Rendering Systems." Electronics 9, no. 1 (January 15, 2020): 164. http://dx.doi.org/10.3390/electronics9010164.

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Rendering is the process of generating high-resolution images by software, which is widely used in animation, video games and visual effects in movies. Although rendering is a computation-intensive job, we observe that storage accesses may become another performance bottleneck in desktop-rendering systems. In this article, we present a new buffer cache management scheme specialized for rendering systems. Unlike general-purpose computing systems, rendering systems exhibit specific file access patterns, and we show that this results in significant performance degradation in the buffer cache system. To cope with this situation, we collect various file input/output (I/O) traces of rendering workloads and analyze their access patterns. The results of this analysis show that file I/Os in rendering processes consist of long loops for configuration, short loops for texture input, random reads for input, and single-writes for output. Based on this observation, we propose a new buffer cache management scheme for improving the storage performance of rendering systems. Experimental results show that the proposed scheme improves the storage I/O performance by an average of 19% and a maximum of 55% compared to the conventional buffer cache system.
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Lu, Dongming, and Yunhe Pan. "Image-Based Virtual Navigation System for Art Caves." International Journal of Virtual Reality 4, no. 4 (January 1, 2000): 83–96. http://dx.doi.org/10.20870/ijvr.2000.4.4.2658.

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Dunhuang Art Cave (DAC), one of the most famous cultural heritage sites in the world, is confronted with serious natural efflorescence. How to virtually rebuild the caves and support their investigation and exploitation with computer graphics (CG) and Virtual Reality (VR) technologies is an urgent and important project. In this paper we discuss in detail the essential technical issues in our image-based virtual DAC navigation system. For DAC modeling of the cave architecture we employ 3D surface modeling, texture and 2D image-based modeling, murals, and painted statues. For DAC rendering we use the level of detail (LOD) method for murals and image-based rendering for painted statues. For DAC shadow generation we investigate a simple 3D model-based solution. Finally, this paper will show the general system architecture as well as demos of virtual navigation.
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Boyles, Michael, and Shiaofen Fang. "3Dive: An Immersive Environment for Interactive Volume Data Exploration." International Journal of Virtual Reality 5, no. 1 (January 1, 2001): 38–51. http://dx.doi.org/10.20870/ijvr.2001.5.1.2667.

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This paper describes an immersive system, called 3DIVE, for interactive volume data visualization and exploration inside the CAVE virtual environment. Combining interactive volume rendering and virtual reality provides a natural immersive environment for volumetric data visualization. More advanced data exploration operations, such as object level data manipulation, simulation and analysis, are supported in 3DIVE by several new techniques: volume primitives and texture regions are used for the rendering, manipulation, and collision detection of volumetric objects; the region based rendering pipeline is integrated with 3D image filters to provide an image-based mechanism for interactive transfer function design; a collaborative visualization module allows remote sites to collaborate over common datasets with passive or active view sharing. The system has been recently released as public domain software for CAVE/ImmersaDesk users, and is currently being actively used by a 3D microscopy visualization project.
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Haubner, M., A. Lösch, F. Eckstein, M. D. Seemann, W. van Eimeren, M. Reiser, and K. H. Englmeier. "Hybrid Rendering of Multidimensional Image Data." Methods of Information in Medicine 36, no. 01 (January 1997): 1–10. http://dx.doi.org/10.1055/s-0038-1634687.

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Abstract:The most important rendering methods applied in medical imaging are surface and volume rendering techniques. Each approach has its own advantages and limitations: Fast surface-oriented methods are able to support real-time interaction and manipulation. The underlying representation, however, is dependent on intensive image processing to extract the object surfaces. In contrast, volume visualization is not necessarily based on extensive image processing and interpretation. No data reduction to geometric primitives, such as polygons, is required. Therefore, the process of volume rendering is currently not operating in real time. In order to provide the radiological diagnosis with additional information as well as to enable simulation and preoperative treatment planning we developed a new hybrid rendering method which combines the advantages of surface and volume presentation, and minimizes the limitations of these approaches. We developed a common data representation method for both techniques. A preprocessing module enables the construction of a data volume by interpolation as well as the calculation of object surfaces by semiautomatic image interpretation and surface construction. The hybrid rendering system is based on transparency and texture mapping features. It is embedded in a user-friendly open system which enables the support of new application fields such as virtual reality and stereolithography. The efficiency of our new method is described for 3-D subtraction angiography and the visualization of morpho-functional relationships.
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