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About 10,000 papers for “Real-time rendering”

Real-time rendering

Möller, Tomas, Haines, Eric, Hoffman, Naty et al. · CERN Document Server (European Organization for Nuclear Research) · 2018

Cited by 0

Rendering Time Estimation for Real-Time Rendering

Wimmer, Michael, Wonka, Peter · Eurographics · 2003

This paper addresses the problem of estimating the rendering time for a real-time simulation. We study different factors that contribute to the rendering time in order to develop a framework for rendering time estimation. Given a viewpoint (or view cell) and a list of potentially visible objects, we propose several algorithms that can give reasonable upper limits for the rendering time on consumer hardware. This paper also discusses several implementation issues and design choices that are necessary to make the rendering time predictable. Finally, we lay out two extensions to current rendering hardware which would allow implementing a system with constant frame rates.

Cited by 0Open access

Modeling Real-time Rendering

Chee-Kien Gabriyel Wong, Jianliang Wang · Eurographics · 2006

The real-time rendering process is well known to be extremely dynamic and complex. This paper presents a novel approach to modeling this process via the system identification methodology. Given the process’s dynamic nature arising from the possible myriad variations of render states, polygon streams and the non-linearities involved, we describe a modeling approach using neural networks with supervised training from application-generated data. By comparing the outputs of the neural network model’s representation of the rendering process with actual empirical data, we discuss the accuracy of our approach in relation to the practical issues of integrating this study to real-world applications.

Cited by 3Open access

Real-Time Hatch Rendering

Wang, Luyao · ResearchWorks at the University of Washington (University of Washington) · 2022

Thesis (Master's)--University of Washington, 2022

Cited by 0Open access

Real-Time Tree Rendering

Sistemas Informáticos, Sistemas Informáticos, Inmaculada Remolar et al. · 2002

One of the most important challenges in real-time rendering of outdoor scenes is the representation of vegetation. This is due to the vast amount of polygons that are used to model vegetable species. This paper presents a new method of real-time visualisation of trees and plants that combines both the dynamic generation of impostors and multiresolution modelling techniques. Trees are rendered using dynamic impostors that take advantage of the frame-to-frame coherence inherent in three-dimensional scenes.

Cited by 0

Fluids real-time rendering

Fuente Caballé, Xavier de la · RECERCAT (Consorci de Serveis Universitaris de Catalunya) · 2011

In this thesis the existing methods for realistic visualization of \nuids\nin real-time are reviewed. The correct handling of the interaction of light\nwith a \nuid surface can highly increase the realism of the rendering, therefore\nmethod for physically accurate rendering of re\nections and refractions will be\nused. The light-\nuid interaction does not stop at the surface, but continues\ninside the \nuid volume, causing caustics and beams of light. The simulation\nof \nuids require extremely time-consuming processes to achieve physical\naccuracy and will not be explored, although the main concepts will be given.\nTherefore, the main goals of this work are:\nStudy and review the existing methods for rendering \nuids in realtime.\nFind a simpli ed physical model of light interaction, because a complete\nphysically correct model would not achieve real-time.\nDevelop an application that uses the found methods and the light\ninteraction model.

Cited by 0Open access

Real Time Rendering Engine

Kevin Ubay-Ubay · DigitalCommons - CalPoly (California State Polytechnic University) · 2013

Entertaining and playable content in computer graphics requires real time rendering. Real time rendering essentially demands that frames need to be rendered within milliseconds in order to deliver an interactive experience for the client. Video games are an example of such a medium that needs real time rendering. Without frame rates in the realm of real time, video games cannot deliver an enjoyable experience. Behind virtually every video game is an engine. The architecture of video game engines usually comprises of sub engines that are specifically designed to handle physics, audio, user input and rendering. The purpose of this project is to focus on one aspect of a video game engine, which is real time rendering. Various rendering techniques and algorithms were investigated and implemented. Visual quality is an important factor. However, quality often comes at the cost of speed and performance. Compromises in quality and performance have to be made. Ongoing research in various rendering algorithms and techniques search for faster ways to do things while increasing quality.

Cited by 0Open access

Real-Time Realistic Rendering . . .

Ruifeng Xu · 2005

This dissertation focuses on the many issues that arise from the visual rendering problem. Of primary consideration is light transport simulation, which is known to be computationally expensive. Monte Carlo methods represent a simple and general class of algorithms often used for light transport computation. Unfortunately, the images resulting from Monte Carlo approaches generally suffer from visually unacceptable noise artifacts. The result of any light transport simulation is, by its very nature, an image of high dynamic range (HDR). This leads to the issues of the display of such images on conventional low dynamic range devices and the development of data compression algorithms to store and recover the corresponding large amounts of detail found in HDR images. This dissertation presents our contributions relevant to these issues. Our contributions to high dynamic range image processing include tone mapping and data compression algorithms. This research proposes and shows the efficacy of a novel level set based tone mapping method that preserves visual details in the display of high dynamic range images on low dynamic range display devices. The level set method is used to extract the high

Cited by 0

Real-time pencil rendering

Hyunjun Lee, et al. · 2005

This paper presents a real-time technique for rendering 3D meshes in the pencil drawing style. We analyze the characteristics of pencil drawing and incorporate them into the rendering process, which is fully implemented on a GPU. For object contours, we propose a multiple contour drawing technique that imitates trial-and-errors of human in contour drawing. For interior shading, we present a simple approach for mapping oriented textures onto an object surface. To improve the quality of pencil rendering, we generate and map pencil textures that reflect the properties of graphite pencils and paper. We show several rendering examples that demonstrate the high performance of the proposed technique in terms of speed and quality.

Cited by 0

Real-time crowd rendering

Ryder, Greg D G · OpenGrey (Institut de l'Information Scientifique et Technique) · 2006

Cited by 0Open access

Real-Time Cloud Rendering

Kučera, Vít · Brno University of Technology Digital Library (Brno University of Technology)

Clouds are ubiquitous and ever-changing feature of the outdoors. They are an integral factor in Earth's weather systems. Component of water circulation in a nature and a strong indicator of weather patterns and changes. Clouds are important component of the visual simulation of any outdoor scene, but the complexity of cloud formation, dynamics, and light interaction makes cloud simulation and rendering difficult in real time. In an interactive flight simulation, users would like to fly in and around realistic, volumetric clouds. I Present, two main ways of representation cloud in computer graphic, where one way use for modelling Perlin noise and second one use for modelling fluid dynamic system.

Cited by 0

Real-Time Pencil Rendering

이승용 · Open Access System for Information Sharing (Pohang University of Science and Technology) · 2018

Cited by 0

Intelligent real-time rendering

Gabriyel Wong · DR-NTU (Nanyang Technological University) · 2014

The perennial and increasing demand for fidelity in real-time computer graphics, coupled with hardware architecture advancement, pose many challenges to researchers as they endeavour to find the optimal solution to accommodate both speed of rendering and quality in interactive rendering applications. Research done previously attempted to address the frame latency problem by providing mathematical models of the rendering process were either derived from some approximate experimentation or depended on specific application level data structures and they do not guarantee performance. In this research, we focus on a systematic approach to realising a framework for modelling and control of the real time computer rendering process. The first part of this research centralizes on the modelling aspect of the real time rendering process. We propose a data driven modelling approach that provides accurate representation of the system behaviour of this process. The second part of this research focuses on the design of the control strategy given the process nature investigated in the first part. The benefits of applying control theory in the context of a computer graphics system are explained and its relative advantage over the performance of existing heuristics and algorithms.

Cited by 0

Real-Time BTF Rendering

Martin Schneider · 2004

The Bidirectional Texture Function (BTF) is a suitable representation for the appearance of highly detailed surface structures under varying illumination and viewing conditions. Since real-time rendering of the full BTF data via linear interpolation is not feasible on current graphics hardware due to its huge size, suitable approximations are required in order to reduce the amount of data and to exploit the features of current graphics hardware. In this paper we exploit the recently proposed Local Principal Component Analysis (LPCA) compression which provides a reasonable trade-off between visualquality, rendering speed and size of the representation and present a new rendering method which is approximately three times faster than the originally proposed method. This is achieved by reparameterizing and rearranging the BTF-data appropriately so that built-in hardware interpolation between the values of the discrete LPCA representation can be exploited. Keywords: Real-time rendering, graphics hardware, shading, texture, image-based rendering 1

Cited by 7

Advanced Real-Time Rendering

Carsten Wenzel, Crytek Gmbh, Alex Evans Bluespoon · 2006

Advances in real-time graphics research and the increasing power of mainstream GPUs has generated an explosion of innovative algorithms suitable for rendering complex virtual worlds at interactive rates. This course will focus on recent innovations in realtime rendering algorithms used in shipping commercial games and high end graphics demos. Many of these techniques are derived from academic work which has been presented at SIGGRAPH in the past and we seek to give back to the SIGGRAPH community by sharing what we have learned while deploying advanced real-time rendering techniques into the mainstream marketplace. Prerequisites This course is intended for graphics researchers, game developers and technical directors. Thorough knowledge of 3D image synthesis, computer graphics illumination models, the DirectX and OpenGL API Interface and high level shading languages and C/C++ programming are assumed. Topics Examples of practical real-time solutions to complex rendering problems:

Cited by 0

Real-time hybrid parallel rendering

Cenani, M. Reha · Dogus University Institutional Repository (Dogus University) · 2009

In computer graphics, rendering is described as the process of converting a description of a scene to an image. When the scene is complex and high quality images are required, the rendering process becomes computationally demanding. To provide the satisfactory performance, real-time computing techniques must be developed. Although parallelism has been extensively used in computer graphics for a long time, its initial use was primarily in specialized applications. Today, parallel computing is used in commodity personal computers, and various software-based rendering systems have been developed for general purpose real-time systems. As the new GPUs released to the market, the available rendering performance increases constantly. Also more powerful multi-core CPUs that have enabled more exible and faster software-based graphics, such as real-time ray tracing. Despite this tremendous hardware development progress in rendering power, there will always be some applications that require distributed con gurations for rendering. In this thesis, I present a prototype solution consisting of a system that supports di erent rendering modules (e.g., rasterization, and ray tracing) and combine it with a distributed graphics processing. This thesis provides a general introduction to the subject of real-time rendering, covering both hardware and software aspects. The main focus is on the underlying concepts and the issues which arise in the design of real-time rendering algorithms and systems. Di erent types of parallelism and how they can be applied in rendering applications are examined. Concepts from parallel computing, such as data decomposition, task granularity, scalability, and load balancing, are considered in relation to the rendering problem. Also concepts from computer graphics, such as coherence, culling, and level of detail which have a signi cant impact on the structure of parallel rendering algorithms are explored.

Cited by 0Open access

Real-Time Rendering Of Mesostructures

Ravish Mehra, Prof Subodh Kumar, Ravish Mehra · 2013

In this thesis, we describe an efficient technique for rendering rich geometric details (e.g., surface mesostructure) of complex surfaces. We use sphere-tracing aided by directional distance maps (DDMs) for quickly finding ray-mesostructure intersections. High accuracy is achieved by analytically detecting such intersections. Further, space requirement is kept low by adaptively sampling the distance field, and employing off-the-shelf hardware texture compression. Our rendering technique can handle complex detailed scenes containing mesostructures in real time with correct self-occlusion, self-shadow, interpenetrations and silhouettes. We demonstrate our algorithm on a variety of test scenarios. ii Acknowledgements It has been a great privilege to work with our advisor, Prof. Subodh Kumar. I have benefited enormously from his knowledge and guidance. We also thank Prof. Niloy J. Mitra, Prof. Prem Kalra, and Prof. Subhashis Banerjee for their valuable feedback during the presentations. We are thankful to Mr. Kaliram R. Kaushik, in-charge of the Graphics and Vision Laboratory for

Cited by 0