نتایج جستجو برای: spatial aliasing

تعداد نتایج: 364732  

2003
Nelson L. Max Peter L. Williams Cláudio T. Silva Richard Cook

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...

2013
Thomas Auzinger Przemyslaw Musialski Reinhold Preiner Michael Wimmer

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...

Journal: :Comput. Graph. Forum 2003
Michael Wand Wolfgang Straßer

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 ...

Journal: :IEEE Trans. Instrumentation and Measurement 2000
Stijn de Waele Piet M. T. Broersen

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...

2001
Nathan Chia Richard J. Cant David Al-Dabass

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.

2005
Jeroen De Maeyer Johan Raman Pieter Rombouts Ludo Weyten

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...

2001
Nathan Chia Richard J. Cant David Al-Dabass

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.

Journal: :Comput. Graph. Forum 2012
Tomas Akenine-Möller Robert Toth Jacob Munkberg Jon Hasselgren

For depth of field rasterization, it is often desired to have an efficient tile versus triangle test, which can conservatively compute which samples on the lens that need to execute the sample-in-triangle test. We present a novel test for this, which is optimal in the sense that the region on the lens cannot be further reduced. Our test is based on removing half-space regions of the (u,v)-space...

1999
S. de Waele

Resampling methods for irregularly sampled data are examined. A distinction is made between 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. The advantage of simple methods is that they are robust and do not introduce a bias in the variance. A theoretical analysis as well as si...

2007
Sascha Spors Jens Ahrens

Wave field synthesis (WFS) and higher-order Ambisonics (HOA) are two sound reproduction techniques that facilitate a high number of reproduction channels to overcome the sweet-spot limitation known from conventional stereophonic reproduction techniques. HOA is based on a representation of the reproduced wave field in terms of spatial harmonics, WFS is based on the KirchhoffHelmholtz integral. I...

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