نتایج جستجو برای: rendering
تعداد نتایج: 24930 فیلتر نتایج به سال:
The goal of our image-based rendering group is to accurately render scenes acquired from the real world. To achieve this goal, we capture scene data by taking 3D panoramic photographs from multiple locations and merge the acquired data into a single model from which real-time 3D rendering can be performed. In this paper, we describe our acquisition hardware and rendering system that seeks to ac...
This paper proposes the necessity of developing a theory of psychology within non-photorealistic rendering (NPR). Despite the inherent flexibility of NPR within a variety of visual media, the psychological functionality of NPR remains largely unexplored. As such, we consider aspects of NPR in terms of general, biological, social, and environmental psychology paradigms using results from recent ...
We describe the software architecture of a rendering system that follows a pragmatic approach to integrating and bundling the power of different lowlevel rendering systems within an object-oriented framework. The generic rendering system provides higher-level abstractions to existing rendering systems and serves as a framework for developing new rendering techniques. It wraps the functionality ...
Researchers in non-photorealistic rendering have investigated the display of three-dimensional worlds using various display models. In particular, recent work has focused on the modeling of traditional artistic media and styles such as pen-and-ink illustration and watercolor painting. By providing 3D rendering systems that use these alternative display models users can generate traditional illu...
This paper addresses the problem of estimating the rendering time for a real-time simulation. We study different factors that contribute to the rendering time in order to develop a framework for rendering time estimation. Given a viewpoint (or view cell) and a list of potentially visible objects, we propose several algorithms that can give reasonable upper limits for the rendering time on consu...
The physiology of human visual perception helps explain different uses for color and luminance in visual arts. When visual fields are isoluminant, they look the same to our luminance processing pathway, while potentially looking quite different to the color processing path. This creates a perceptual tension exploited by skilled artists. In this paper, we show how reproducing a target color usin...
3D rendering is a kind of application which is not only computation intensive but also data intensive. 3D rendering can be easily parallelized by rendering different frames at the same time and the rendering work of each frame is independent from others. Parallel 3D rendering is typically I/O bound: many rendering programs spend lots of their execution time reading data from data server rather ...
This paper explores two general methods for incorporating volumetric uncertainty information in direct volume rendering. The goal is to produce volume rendered images that depict regions of high (or low) uncertainty in the data. The first method involves incorporating the uncertainty information directly into the volume rendering equation. The second method involves post-processing information ...
Concurrent team strategy is widely employed by firms in large projects. This research investigates the design of incentives and the role of collaboration for concurrent teams. Proposing and studying two types of reward policies: individual-based reward (IBR) and group-based reward (GBR), we characterize the structure of incentives, and demonstrate that firms can achieve maximal profits with col...
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