Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Umenhoffer, Tamás | |
dc.contributor.author | Szirmay-Kalos, László | |
dc.contributor.editor | Rossignac, Jarek | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2014-04-10T11:00:19Z | |
dc.date.available | 2014-04-10T11:00:19Z | |
dc.date.issued | 2007 | |
dc.identifier.citation | WSCG '2007: Full Papers Proceedings: The 15th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2007 in co-operation with EUROGRAPHICS: University of West Bohemia Plzen Czech Republic, January 29 – February 1, 2007, p. 121-128. | en |
dc.identifier.isbn | 978-80-86943-98-5 | |
dc.identifier.uri | http://wscg.zcu.cz/wscg2007/Papers_2007/full/!WSCG2007_Full_Proceedings_Final-1.zip | |
dc.identifier.uri | http://hdl.handle.net/11025/11004 | |
dc.description.abstract | This paper presents a method to obtain the approximate indirect diffuse reflection on a dynamic object, caused by a diffuse or a moderately glossy environment. Instead of tracing rays to find the incoming illumination, we look up the indirect illumination from a cube map rendered from the reference point that is in the vicinity of the object. However, to cope with the difference between the incoming illumination of the reference point and of the shaded points, we apply a correction that uses geometric information also stored in cube map texels. This geometric information is the distance between the reference point and the surface visible from a cube map texel. The method computes indirect illumination albeit approximately, but providing very pleasing visual quality. The method fits very well the GPU architecture, and can render these effects interactively. The primary application area of the proposed method is the introduction of diffuse interreflections in games. | en |
dc.format | 8 s., 1 prezentace | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | WSCG '2007: Full Papers Proceedings | en |
dc.rights | © Václav Skala - UNION Agency | en |
dc.subject | globální osvětlení | cs |
dc.subject | grafické procesory | cs |
dc.title | Robust Diffuse Final Gathering on the GPU | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.subject.translated | global illumination | en |
dc.subject.translated | graphic processing units | en |
dc.type.status | Peer-reviewed | en |
dc.type.driver | info:eu-repo/semantics/conferenceObject | en |
dc.type.driver | info:eu-repo/semantics/publishedVersion | en |
Vyskytuje se v kolekcích: | WSCG '2007: Full Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Umenhoffer.pdf | Plný text | 1,27 MB | Adobe PDF | Zobrazit/otevřít |
Umenhoffer_prezentace.ppt | Prezentace | 7,72 MB | Microsoft Powerpoint | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/11004
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