نتایج جستجو برای: interactive lighting

تعداد نتایج: 108616  

Journal: :Pervasive and Mobile Computing 2014
Jakub Dostal Per Ola Kristensson Aaron J. Quigley

In this paper we explore and validate the merits of using absolute and relative viewing distances from the screen as complementary input modalities for interactive systems. We motivate the use of viewing distance as a complementary modality by first mapping out its design space and then proposing several new applications that could benefit from it. We demonstrate that both absolute and relative...

2000
Ziyad S. Hakura Jed Lengyel John M. Snyder

We generalize image-based rendering by exploiting texture-mapping graphics hardware to decompress ray-traced “animations”. Rather than 1D time, our animations are parameterized by two or more arbitrary variables representing view/lighting changes and rigid object motions. To best match the graphics hardware rendering to the input ray-traced imagery, we describe a novel method to infer parameter...

2006
Hui Xiao Rynson W. H. Lau Gary K. L. Tam

Although the interactive web-based learning environment enriches the study of lighting engineering, it relies healthy on realistic rendering and illumination calculations of 3D scenes. These operations are typically very expensive in kernel computations and content distribution. Hence, they are not applicable to dynamic scene. Our objective in this work is to address this problem through a mult...

1994
Paul J Diefenbach Norman I Badler

A coordinated use of hardware-provided bitplanes and rendering pipelines can create ray-trace quality illumination effects in real time. We provide recursive reflections through the use of secondary viewpoints, and present a method for using a homogeneous 2D projective image mapping to extend this method for refractive surfaces. We extend the traditional use of shadow volumes to provide reflect...

2000
Paul E. Debevec

This paper presents techniques and animations developed from 1991 to 2000 that use digital photographs of the real world to create 3D models, virtual camera moves, and realistic computer animations. In these projects, images are used to determine the structure, appearance, and lighting conditions of the scenes. Early work in recovering geometry (and generating novel views) from silhouettes and ...

2002
Rafal Mantiuk Sumanta Pattanaik Karol Myszkowski

In this paper we present Cube-map data structure for global illumination computation at interactive rates. Our algorithm computes global illumination by iterative computation of irradiance from multiple bounces. Emission from light source is simulated using the direct lighting capability of the GPU. Light bouncing out of surfaces of the scene are captured in cube-maps distributed over the volum...

2003
Paul E. Debevec

This paper presents an overview of techniques for generating photoreal computer graphics models of real-world places and objects. Our group’s early efforts in modeling scenes involved the development of Façade, an interactive photogrammetric modeling system that uses geometric primitives to model the scene, and projective texture mapping to produce the scene appearance properties. Subsequent wo...

1994
Paul J. Diefenbach

A coordinated use of hardware-provided bitplanes and rendering pipelines can create ray-trace quality illumination eeects in real-time. We provide recursive re-ections through the use of secondary viewpoints, and present a method for using a homogeneous 2-D projec-tive image mapping to extend this method for refractive surfaces. We extend the traditional use of shadow volumes to provide reeecte...

Journal: :Comput. Graph. Forum 2008
Juraj Obert Jaroslav Krivánek Fabio Pellacini Daniel Sýkora Sumanta N. Pattanaik

Thanks to an increase in rendering efficiency, indirect illumination has recently begun to be integrated in cinematic lighting design, an application where physical accuracy is less important than careful control of scene appearance. This paper presents a comprehensive, efficient, and intuitive representation for artistic control of indirect illumination. We encode user’s adjustments to indirec...

2006
Andreas Dietrich Ingo Wald Holger Schmidt Kristian Sons Philipp Slusallek

One of the most pervasive problems in large-scale engineering projects is the difficulty in realistically visualizing models for evaluating the design and its visual appearance. The prohibitively high investment of using physical mockups has led to pre-assembly being performed almost entirely digital. Unfortunately, the vast complexity of full CAD datasets and the required realism can not be ha...

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