Zobrazeno 1 - 10
of 63
pro vyhledávání: '"Grosch, Thorsten"'
Autor:
Grosch, Thorsten
Zugl.: Koblenz. Landau, Diss., 2007
Externí odkaz:
http://d-nb.info/987675710/04
Autor:
Jendersie, Johannes1, Grosch, Thorsten1
Publikováno v:
Computer Graphics Forum. Jul2019, Vol. 38 Issue 4, p39-47. 9p. 6 Color Photographs, 5 Diagrams.
We propose a novel implementation of a parallel priority queue in the context of multithreaded mesh decimation. Previous parallel priority queues either have a major bottleneck when extracting nodes, cannot guarantee reasonable node quality for the e
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::b1ab917b07be5f3b320e683a056ee376
Screen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts if depth information is missi
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::dd872834844a50ba797b3310368913a4
Autor:
Brüll, Felix, Grosch, Thorsten
Rendering many transparent surfaces in real-time is still an open problem. We introduce two techniques for fast transparency rendering with ray tracing hardware, one being exact and the other being approximate but of high quality. Our approximate tec
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::868d5943d3f4acd9e0407d035568c949
Autor:
Günther, Tobias1, Grosch, Thorsten2
Publikováno v:
Computer Graphics Forum. Jul2015, Vol. 34 Issue 4, p41-51. 11p. 3 Color Photographs, 1 Black and White Photograph, 2 Diagrams, 1 Chart, 11 Graphs.
Autor:
Günther, Tobias1 tobias@isg.cs.ovgu.de, Grosch, Thorsten2 grosch@isg.cs.ovgu.de
Publikováno v:
Computer Graphics Forum. Sep2014, Vol. 33 Issue 6, p154-166. 13p.
Autor:
Jendersie, Johannes, Grosch, Thorsten
Vertex connection and merging (VCM) is one of the most robust light transport simulation algorithms developed so far. It combines bidirectional path tracing with photon mapping using multiple importance sampling (MIS). However, there are scene setups
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::8af789233f82f42da6523350afa4b00f
Many fast methods for constructing BVHs on the GPU only use the centroids of primitive bounding boxes and ignore the actual spatial extent of each primitive. We present a fast new way and a memory-efficient implementation to build a BVH from a loose
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::fc5d6026b911988be9bcb2b3573ff049
Autor:
Weiss, Maayan1, Grosch, Thorsten1
Publikováno v:
Computer Graphics Forum. May2012, Vol. 31 Issue 2pt4, p719-726. 8p. 6 Color Photographs, 5 Diagrams, 3 Charts, 1 Graph.