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pro vyhledávání: '"Aaron Lefohn"'
Publikováno v:
GPU Pro 360 ISBN: 9781351208352
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::29da9165c4f5c9ed1b04968ae4cd5623
https://doi.org/10.1201/9781351208352-7
https://doi.org/10.1201/9781351208352-7
Autor:
Natalya Tatarchuk, Aaron Lefohn
Publikováno v:
SIGGRAPH Courses
Publikováno v:
Computer Graphics Forum. 29:1289-1296
We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplificatio
Publikováno v:
SIGGRAPH Courses
Publikováno v:
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games.
We present a real-time system that renders antialiased hard shadows using irregular z-buffers (IZBs). For subpixel accuracy, we use 32 samples per pixel at roughly twice the cost of a single sample. Our system remains interactive on a variety of game
Publikováno v:
Lefohn, Aaron; Kniss, Joe M.; Strzodka, Robert; Sengupta, Shubhabrata; & Owens, John D.(2006). Glift: Generic, Efficient, Random-Access GPU Data Structures. ACM Transactions on Graphics, 25. doi: 10.1145/1122501.1122505. UC Davis: Institute for Data Analysis and Visualization. Retrieved from: http://www.escholarship.org/uc/item/6gc3x9w1
This article presents Glift, an abstraction and generic template library for defining complex, random-access graphics processor (GPU) data structures. Like modern CPU data structure libraries, Glift enables GPU programmers to separate algorithms from
Publikováno v:
ACM Transactions on Graphics. 24:464-470
In computer cinematography, the process of lighting design involves placing and configuring lights to define the visual appearance of environments and to enhance story elements. This process is labor intensive and time consuming, primarily because li
Publikováno v:
Cates, Joshua E.; Lefohn, Aaron; & Whitaker, Ross T.(2004). GIST: An Interactive, GPU-Based Level-Set Segmentation Tool for 3D Medical Images. UC Davis: Institute for Data Analysis and Visualization. Retrieved from: http://www.escholarship.org/uc/item/106430rq
While level sets have demonstrated a great potential for 3D medical image segmentation, their usefulness has been limited by two problems. First, 3D level sets are relatively slow to compute. Second, their formulation usually entails several free par
Publikováno v:
SIGGRAPH Courses
Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization and computer graphics for applications such as segmentation, surface processing, and physically-based modeling. Their usefulness has been
Publikováno v:
Lefohn, Aaron; Caruso, Richard; Reinhard, Erik; Budge, Brian C.; & Shirley, Peter. (2003). An Ocularist's Approach to Human Iris Synthesis. IEEE Computer Graphics and Applications, 23. UC Davis: Institute for Data Analysis and Visualization. Retrieved from: http://www.escholarship.org/uc/item/8d88d3qc
We have a particularly fortunate situation in iris synthesis: artificial eye makers (ocularists) have developed a procedure for physical iris synthesis that results in eyes with all the important appearance characteristics of real eyes. They have ref