نتایج جستجو برای: causing spatial aliasing mahdad
تعداد نتایج: 465446 فیلتر نتایج به سال:
Many problems correspond to the classical control task of determining the appropriate control action to take, given some (sequence of) observations. One standard approach to learning these control rules, called behavior cloning, involves watching a perfect operator operate a plant, and then trying to emulate its behavior. In the experimental learning approach, by contrast, the learner rst guess...
This paper describes a new parallel architecture for perfonning high-speed raster graphics. This architecture relies on an extension of the Z-buffer algorithm called Composition, due to Duff. Duff's algorithm proves to be too complex for our implementation technology, so modifications of Duff's algorithm are introduced and evaluated experimentally. The two major issues addressed are anti-aliasi...
We discuss two volume rendering methods developed at Lawrence Livermore National Laboratory. The first, cell projection, renders the polygons in the projection of each cell. It requires a global visibility sort in order to composite the cells in back to front order, and we discuss several different algorithms for this sort. The second method uses regularly spaced slice planes perpendicular to t...
In this paper we present a parallel method for high-quality edge anti-aliasing in rasterization. In contrast to traditional graphics hardware methods, which rely on massive oversampling to combat aliasing issues, we evaluate a closed-form solution of the associated prefilter convolution. This enables the use of a wide range of filter functions with arbitrary kernel sizes, as well as general sha...
We present a new algorithm to render caustics. The algorithm discretizes the specular surfaces into sample points. Each of the sample points is treated as a pinhole camera that projects an image of the incoming light onto the diffuse receiver surfaces. Anti-aliasing is performed by considering the local surface curvature at the sample points to filter the projected images. The algorithm can be ...
With resampling, a regularly sampled signal is extracted from observations which are irregularly spaced in time. Resampling methods can be divided into simple and complex methods. Simple methods such as Sample&Hold (S&H) and Nearest Neighbor Resampling (NNR) use only one irregular sample for one resampled observation. A theoretical analysis of the simple methods is given. The various resampling...
In this paper we attempt to review the current technology of 3 -D accelerators for animating graphics used in games and visual simulation systems, together with associated techniques and software architectures. Topics covered include OpenGl, DirectX, anti-aliasing, motion blur and depth of field. A summary of work in progress is give in the conclusions section.
In this paper we propose a topology for continuous time Σ∆ modulators. Unlike the modulators presented until now, they exhibit no peaking in their signal transfer function. Instead it achieves a ‘flat’ STF with the desired anti-aliasing properties and with small internal nodes signal levels. Now, a simple filter, e.g. a first-order low-pass filter can precede the modulator to prevent out of ban...
We describe software techniques that will enable Open GL capable graphics cards to implement antialiasing and depth of field effects in software. The methods allow any hardware facilities that are available on the graphics card to be used to improve performance but do not require hardware support in order to work.
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