Aherne et al., 2020 - Google Patents
Adoption of Sparse 3D Textures for Voxel Cone Tracing in Real Time Global Illumination.Aherne et al., 2020
View PDF- Document ID
- 10413690131781698731
- Author
- Aherne I
- Davison R
- Ushaw G
- Morgan G
- Publication year
- Publication venue
- VISIGRAPP (1: GRAPP)
External Links
Snippet
The enhancement of 3D scenes using indirect illumination brings increased realism. As indirect illumination is computationally expensive, significant research effort has been made in lowering resource requirements while maintaining fidelity. State-of-the-art approaches …
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/60—Shadow generation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/04—Texture mapping
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/40—Hidden part removal
- G06T15/405—Hidden part removal using Z-buffer
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/506—Illumination models
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/503—Blending, e.g. for anti-aliasing
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/80—Shading
- G06T15/83—Phong shading
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/20—Perspective computation
- G06T15/205—Image-based rendering
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/06—Ray-tracing
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/005—General purpose rendering architectures
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/08—Bandwidth reduction
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/08—Volume rendering
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/20—Finite element generation, e.g. wire-frame surface description, tesselation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
- G06T11/40—Filling a planar surface by adding surface attributes, e.g. colour or texture
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/05—Geographic models
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/005—Tree description, e.g. octree, quadtree
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/12—Bounding box
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2200/00—Indexing scheme for image data processing or generation, in general
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2215/00—Indexing scheme for image rendering
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T9/00—Image coding, e.g. from bit-mapped to non bit-mapped
- G06T9/001—Model-based coding, e.g. wire frame
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2219/00—Indexing scheme for manipulating 3D models or images for computer graphics
Similar Documents
Publication | Publication Date | Title |
---|---|---|
Engel et al. | High-quality pre-integrated volume rendering using hardware-accelerated pixel shading | |
Assarsson et al. | A geometry-based soft shadow volume algorithm using graphics hardware | |
Pfister et al. | Surfels: Surface elements as rendering primitives | |
McGuire et al. | Hardware-accelerated global illumination by image space photon mapping | |
Hadwiger et al. | Advanced illumination techniques for GPU volume raycasting | |
Wyman et al. | Penumbra Maps: Approximate Soft Shadows in Real-Time. | |
Kautz et al. | Hemispherical Rasterization for Self-Shadowing of Dynamic Objects. | |
US20110169822A1 (en) | Method and system for signal processing, for instance for mobile 3d graphic pipelines, and computer program product therefor | |
Barré-Brisebois et al. | Hybrid rendering for real-time ray tracing | |
Silva et al. | A survey of GPU-based volume rendering of unstructured grids | |
Mara et al. | Fast global illumination approximations on deep g-buffers | |
Engel et al. | Interactive high-quality volume rendering with flexible consumer graphics hardware. | |
Wyman et al. | Frustum-traced raster shadows: Revisiting irregular z-buffers | |
Decaudin et al. | Volumetric billboards | |
Eisemann et al. | Efficient real-time shadows | |
Porquet et al. | Real-time high-quality view-dependent texture mapping using per-pixel visibility | |
Pajarola et al. | DMesh: Fast depth-image meshing and warping | |
Aherne et al. | Adoption of Sparse 3D Textures for Voxel Cone Tracing in Real Time Global Illumination. | |
Lensing et al. | Efficient shading of indirect illumination applying reflective shadow maps | |
Vyatkin et al. | GPU-based rendering for ray casting of multiple geometric data | |
Damez et al. | Global Illumination for Interactive Applications and High-Quality Animations. | |
Gavane et al. | Eye-Based Point Rendering for Dynamic Multiview Effects | |
Hanák | Real-time snow deformation | |
Simion et al. | Practical gpu and voxel-based indirect illumination for real time computer games | |
Mortensen et al. | Light field propagation and rendering on the GPU |