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EGH
2003
Springer
14 years 1 months ago
GPU algorithms for radiosity and subsurface scattering
We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two di...
Nathan A. Carr, Jesse D. Hall, John C. Hart
CGF
2006
166views more  CGF 2006»
13 years 8 months ago
Rendering Soft Shadows using Multilayered Shadow Fins
Generating soft shadows in real time is difficult. Exact methods (such as ray tracing, and multiple light source simulation) are too slow, while approximate methods often overesti...
Xiao-Hua Cai, Yun-Tao Jia, Xi Wang, Shi-Min Hu, Ra...
KI
2004
Springer
14 years 2 months ago
Adaptive Vision for Playing Table Soccer
Abstract. For real time object recognition and tracking often color-based methods are used. While these methods are very efficient, they usually dependent heavily on lighting cond...
Thilo Weigel, Dapeng Zhang 0002, Klaus Rechert, Be...
CGF
2008
160views more  CGF 2008»
13 years 8 months ago
iCheat: A Representation for Artistic Control of Indirect Cinematic Lighting
Thanks to an increase in rendering efficiency, indirect illumination has recently begun to be integrated in cinematic lighting design, an application where physical accuracy is le...
Juraj Obert, Jaroslav Krivánek, Fabio Pella...
VIS
2004
IEEE
122views Visualization» more  VIS 2004»
14 years 10 months ago
Light Weight Space Leaping using Ray Coherence
We present a space leaping technique for accelerating volume rendering with very low space and run-time complexity. Our technique exploits the ray coherence during ray casting by ...
Arie E. Kaufman, Sarang Lakare