Domaratius, 2007 - Google Patents
Chemnitz, January 25, 2007Domaratius, 2007
View PDF- Document ID
- 16033511775405243983
- Author
- Domaratius U
- Publication year
External Links
Snippet
In the last few years, scene complexity in real-time rendering has increased dramatically, requiring the development of specific algorithms and methods to allow for a rendering of such scenes at interactive framerates. Among the techniques developed for these purposes …
- 238000009877 rendering 0 abstract description 325
Classifications
-
- 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
- G06T15/10—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
- G06T15/005—General purpose rendering architectures
-
- 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
- G06T15/50—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
- G06T15/50—Lighting effects
- G06T15/80—Shading
-
- 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
- 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
- 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
- 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
- G06T1/00—General purpose image data processing
- G06T1/20—Processor architectures; Processor configuration, e.g. pipelining
-
- 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
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
-
- 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
- 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
- G06T7/00—Image analysis
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F17/00—Digital computing or data processing equipment or methods, specially adapted for specific functions
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US11790595B2 (en) | Method for handling of out-of-order opaque and alpha ray/primitive intersections | |
US12067669B2 (en) | Watertight ray triangle intersection | |
KR101550477B1 (en) | Architectures for parallelized intersection testing and shading for ray-tracing rendering | |
Baxter III et al. | GigaWalk: Interactive Walkthrough of Complex Environments. | |
Kolb et al. | Hardware-based simulation and collision detection for large particle systems | |
Zhang et al. | Visibility culling using hierarchical occlusion maps | |
US20220292759A1 (en) | Ray tracing hardware acceleration for supporting motion blur and moving/deforming geometry | |
Gobbetti et al. | Technical strategies for massive model visualization | |
Yoon | Real-time massive model rendering | |
US11854141B2 (en) | Early release of resources in ray tracing hardware | |
Dietrich et al. | Massive-model rendering techniques: a tutorial | |
Bethel et al. | Sort-first, distributed memory parallel visualization and rendering | |
KR101090660B1 (en) | Method for real-time volume rendering using point-primitive | |
WO2024086382A1 (en) | Methods and systems for rendering video graphics using scene segmentation | |
Correa | New techniques for out-of-core visualization of large datasets | |
Domaratius | Chemnitz, January 25, 2007 | |
Ziegler | GPU data structures for graphics and vision | |
Goswami | Level-of-detail and parallel solutions in computer graphics | |
Govindaraju | Efficient visibility-based algorithms for interactive walkthrough, shadow generation, and collision detection | |
Salardi et al. | Implementation of a sort-last volume rendering using 3D textures | |
Staneker | Hardware-assisted occlusion culling for scene graph systems | |
Süß | Parallel real-time rendering using heterogeneous PC clusters | |
Juliachs et al. | Hybrid CPU-GPU Unstructured Meshes Parallel Volume Rendering on PC Clusters. | |
Staffans et al. | Online Occlusion Culling | |
Paulin | GigaVoxels: A voxel-based rendering pipeline for efficient exploration of large and detailed scenes |