Zobrazeno 1 - 10
of 11
pro vyhledávání: '"Benjamin Keinert"'
Publikováno v:
Journal on Computing and Cultural Heritage. 13:1-20
For archaeologists, it is often desirable to present statues in their original material and coloration. With projection mapping, real-world surfaces are augmented by digital content to create compelling alterations of the scene’s visual appearance
Publikováno v:
Computer Graphics Forum. 38:67-76
Publikováno v:
I3D
The computation of partial occlusion, as required for ambient occlusion or soft shadows, provides visually important cues but is notoriously expensive. In this paper we propose a novel solution to the ambient occlusion problem, combining signed dista
Publikováno v:
GPU Pro 360 ISBN: 9780203705179
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::d3baa62c7054d8d5694b8acc45aef004
https://doi.org/10.1201/b22483-16
https://doi.org/10.1201/b22483-16
Publikováno v:
ACM Transactions on Graphics. 34:1-7
Spherical Fibonacci point sets yield nearly uniform point distributions on the unit sphere S 2 ⊂ R 3 . The forward generation of these point sets has been widely researched and is easy to implement, such that they have been used in various applicat
Publikováno v:
Computer Graphics Forum. 35:113-137
Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted themselves to performing transforms on fixed geometry, since they could
Publikováno v:
Computer Graphics Forum. 34:26-35
We present a novel method to adaptively apply modifications to scene data stored in GPU memory. Such modifications may include interactive painting and sculpting operations in an authoring tool, or deformations resulting from collisions between scene
Publikováno v:
Journal of Graphics Tools. 17:127-138
In this article, we present performance and quality enhancements for ray casting procedural distance bounds using sphere tracing: First, we propose a safe overrelaxation method for accelerating the tracing process and evaluate different variants of t
Publikováno v:
Computer Graphics Forum. 31:2541-2553
We propose a lossless, single-rate triangle mesh topology codec tailored for fast data-parallel GPU decompression. Our compression scheme coherently orders generalized triangle strips in memory. To unpack generalized triangle strips efficiently, we p
Publikováno v:
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games.
Feature-adaptive subdivision (FAS) is one of the state-of-the art real-time rendering methods for subdivision surfaces on modern GPUs. It enables efficient and accurate rendering of subdivision surfaces in many interactive applications, such as video