Zobrazeno 1 - 10
of 19
pro vyhledávání: '"Bernhard Kerbl"'
Publikováno v:
Computers & Graphics. 111:155-165
Autor:
Clément Jambon, Bernhard Kerbl, Georgios Kopanas, Stavros Diolatzis, Thomas Leimkühler, George Drettakis
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Proceedings of the ACM on Computer Graphics and Interactive Techniques, 2023, 6 (1), ⟨10.1145/nnnnnnn.nnnnnnn⟩
Proceedings of the ACM on Computer Graphics and Interactive Techniques, 2023, 6 (1), ⟨10.1145/nnnnnnn.nnnnnnn⟩
International audience; Neural Radiance Fields (NeRFs) have revolutionized novel view synthesis for captured scenes, with recent methods allowing interactive free-viewpoint navigation and fast training for scene reconstruction. However, the implicit
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::fa71c32f79e9557dc4922c0f1fb4d9ea
https://inria.hal.science/hal-04027538
https://inria.hal.science/hal-04027538
Publikováno v:
Computer Graphics Forum. 40:57-69
Publikováno v:
Computer Graphics Forum. 40:115-126
While commodity GPUs provide a continuously growing range of features and sophisticated methods for accelerating compute jobs, many state-of-the-art solutions for point cloud rendering still rely on the provided point primitives (GL_POINTS, POINTLIST
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques
Visual error metrics play a fundamental role in the quantification of perceived image similarity. Most recently, use cases for them in real-time applications have emerged, such as content-adaptive shading and shading reuse to increase performance and
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::2dbe8b0f2d0ac8c5a78fc18e7eb46c23
https://zenodo.org/record/7107697
https://zenodo.org/record/7107697
Autor:
Jozef Hladky, Michael Stengel, Nicholas Vining, Bernhard Kerbl, Hans-Peter Seidel, Markus Steinberger
Publikováno v:
ACM Transactions on Graphics
Proceedings of ACM SIGGRAPH Asia 2022
Proceedings of ACM SIGGRAPH Asia 2022
Streaming rendered 3D content over a network to a thin client device, such as a phone or a VR/AR headset, brings high-fidelity graphics to platforms where it would not normally possible due to thermal, power, or cost constraints. Streamed 3D content
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::92656f390f6c25d25d798946844e5c60
https://hdl.handle.net/21.11116/0000-000C-208B-321.11116/0000-000C-208D-1
https://hdl.handle.net/21.11116/0000-000C-208B-321.11116/0000-000C-208D-1
Publikováno v:
WEBIST
Publikováno v:
I3D
With the introduction of hardware-supported ray tracing and deep learning for denoising, computer graphics has made a considerable step toward real-time global illumination. In this work, we present an alternative global illumination method: The stoc
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 1:1-16
In this paper, we question the premise that graphics hardware uses a post-transform cache to avoid redundant vertex shader invocations. A large body of existing work on optimizing indexed triangle sets for rendering speed is based upon this widely-ac
Publikováno v:
ACM Transactions on Graphics. 37:1-15
In this paper, we present a real-time graphics pipeline implemented entirely in software on a modern GPU. As opposed to previous work, our approach features a fully-concurrent, multi-stage, streaming design with dynamic load balancing, capable of ope