Zobrazeno 1 - 8
of 8
pro vyhledávání: '"Bowles, Huw"'
Volumetric cloudscapes are prohibitively expensive to render in real time without extensive optimisations. Previous approaches render the clouds to an offscreen buffer at one quarter resolution and update a fraction of the pixels per frame, drawing t
Externí odkaz:
http://arxiv.org/abs/1609.05344
Publikováno v:
Computer Graphics Forum. May2012, Vol. 31 Issue 2pt1, p237-246. 10p.
Publikováno v:
Siggraph 2017 Advances in Real-Time Rendering in Games
Siggraph 2017 Advances in Real-Time Rendering in Games, Jul 2017, Los angeles, United States
Siggraph 2017 Advances in Real-Time Rendering in Games, Jul 2017, Los angeles, United States
International audience; We present Crest, an open source ocean renderer implemented in Unity3D which showcases a number of novel techniques in mesh generation, shape representation and surface shading. To generate the geometry we extend clipmapping w
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::f6e923e9d63622bdf23616ba327a9291
https://hal.inria.fr/hal-01572290
https://hal.inria.fr/hal-01572290
Autor:
Wang, Beibei, Bowles, Huw
Publikováno v:
EGSR 2016 E&I-Eurographics Symposium on Rendering-Experimental Ideas & Implementations
EGSR 2016 E&I-Eurographics Symposium on Rendering-Experimental Ideas & Implementations, Jun 2016, Dublin, Ireland. pp.49-54, ⟨10.2312/sre.20161209⟩
EGSR 2016 E&I-Eurographics Symposium on Rendering-Experimental Ideas & Implementations, Jun 2016, Dublin, Ireland. pp.49-54, ⟨10.2312/sre.20161209⟩
International audience; We present a fast and practical procedural sparkle effect for snow and other sparkly surfaces which we integrated into a recent video game. Following from previous work, we generate the sparkle glints by intersecting a jittere
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::7892172ad8b81a670308c6eb02d39a95
https://inria.hal.science/hal-01327604v2/document
https://inria.hal.science/hal-01327604v2/document
Autor:
Bowles, Huw, Wang, Beibei
We recently worked on a snow sparkle effect for a AAA console title. Due to a number of practical considerations we implemented a procedural grid based sparkle, which intersects the snow surface with a jittered 3D grid of sparkle shapes. While this w
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::8e40cbbfa4eca960b2c0fa0de2c610db
https://inria.hal.science/hal-01252637
https://inria.hal.science/hal-01252637
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