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pro vyhledávání: '"Andrew Kensler"'
Publikováno v:
Computer Graphics Forum. 38:135-147
Autor:
Andrew Kensler
Publikováno v:
Ray Tracing Gems II ISBN: 9781484271841
A tilt-shift lens is a lens whose longitudinal axis can be moved out of alignment with the center of the film or image sensor-either by rotation for tilt or translation for shift. In this chapter, we will review the classic thin lens camera model in
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::e9121c161c4e69b09e2ec549be796226
https://doi.org/10.1007/978-1-4842-7185-8_31
https://doi.org/10.1007/978-1-4842-7185-8_31
Publikováno v:
Computer Graphics Forum. 37:21-33
Autor:
Jonathan Brouillat, Max Liani, Stephen Friedman, Brenton Rayner, Wayne L. Wooten, Brenden Schubert, Per H. Christensen, Charlie Kilpatrick, Marc Bannister, Julian Fong, Andrew Kensler, Jonathan Shade, Cliff Ramshaw
Publikováno v:
ACM Transactions on Graphics. 37:1-21
Pixar’s RenderMan renderer is used to render all of Pixar’s films and by many film studios to render visual effects for live-action movies. RenderMan started as a scanline renderer based on the Reyes algorithm, and it was extended over the years
Publikováno v:
IEEE Transactions on Computer-Aided Design of Integrated Circuits and Systems. 28:1802-1815
Threaded Ray eXecution (TRaX) is a highly parallel multithreaded multicore processor architecture designed for real-time ray tracing. The TRaX architecture consists of a set of thread processors that include commonly used functional units (FUs) for e
Publikováno v:
SIGGRAPH Talks
Render checkpoints typically serve only as recovery protection for long running renders. New tool and workflow changes leverage full-frame progressive refinement checkpoints to provide valuable artist feedback and improve productivity in Pixar film p
Publikováno v:
I3D
Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting bounding volumes around moving geometry. However, the quality of such a
Publikováno v:
ACM Great Lakes Symposium on VLSI
A synthetic noise function is a key component of most computer graphics rendering systems. This pseudo-random noise function is used to create a wide variety of natural looking textures that are applied to objects in the scene. To be useful, the gene
Autor:
Andrew Kensler
Publikováno v:
2008 IEEE Symposium on Interactive Ray Tracing.
Current top-down algorithms for constructing bounding volume hierarchies (BVHs) using the surface area heuristic (SAH) rely on an estimate of the cost of the potential subtrees to determine how to partition the primitives. After a tree has been fully
Publikováno v:
IEEE transactions on visualization and computer graphics. 13(4)
We present an approach to visualizing particle-based simulation data using interactive ray tracing and describe an algorithmic enhancement that exploits the properties of these data sets to provide highly interactive performance and reduced storage r