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標(biāo)題: Titlebook: GPU-Based Techniques for Global Illumination Effects; László Szirmay-Kalos,László Szécsi,Mateu Sbert Book 2008 Springer Nature Switzerland [打印本頁]

作者: DUCT    時間: 2025-3-21 16:54
書目名稱GPU-Based Techniques for Global Illumination Effects影響因子(影響力)




書目名稱GPU-Based Techniques for Global Illumination Effects影響因子(影響力)學(xué)科排名




書目名稱GPU-Based Techniques for Global Illumination Effects網(wǎng)絡(luò)公開度




書目名稱GPU-Based Techniques for Global Illumination Effects網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱GPU-Based Techniques for Global Illumination Effects被引頻次




書目名稱GPU-Based Techniques for Global Illumination Effects被引頻次學(xué)科排名




書目名稱GPU-Based Techniques for Global Illumination Effects年度引用




書目名稱GPU-Based Techniques for Global Illumination Effects年度引用學(xué)科排名




書目名稱GPU-Based Techniques for Global Illumination Effects讀者反饋




書目名稱GPU-Based Techniques for Global Illumination Effects讀者反饋學(xué)科排名





作者: 魅力    時間: 2025-3-21 22:56

作者: BLA    時間: 2025-3-22 02:08

作者: forebear    時間: 2025-3-22 05:06
From Mid-20th-Century to the Present, light and the last viewing rays, which might be modified due to moving lights and camera. Pre-computation aided approaches pre-compute the effects of the static parts of the light paths, and evaluate just the light and viewing rays run-time.
作者: EXUDE    時間: 2025-3-22 09:19

作者: 生氣的邊緣    時間: 2025-3-22 13:55

作者: 生氣的邊緣    時間: 2025-3-22 19:46
Ray Casting on the GPU,e most straightforward and general approach is to use . which intersects scene surfaces with a half-line called the . and returns the intersection that is closest to the start of the ray. Classic and successful global illumination methods such as . [72], . [69, 68, 70], or . [78] rely on this operation.
作者: 售穴    時間: 2025-3-22 22:28
Diffuse and Glossy Indirect Illumination,e directions but the radiance is higher in the vicinity of the ideal reflection direction. At a diffuse or glossy surface, a light path may be continued at infinitely many directions (Figure 7.1), from which a high enough number of sample paths should be computed and their contributions should be added.
作者: Mammal    時間: 2025-3-23 02:18

作者: endocardium    時間: 2025-3-23 07:59

作者: Trigger-Point    時間: 2025-3-23 10:40
,The Continuity Script, 1912–29,rather than the reflection direction. Note also that even caustics generation is similar with the difference that the search process starts from the light source and not from the camera. It might be mentioned that in all cases the points correspond to the shortest optical path according to the
作者: Spangle    時間: 2025-3-23 14:13
The Birth of a New Security System. To describe light-volume interaction, the basic rendering equation should be extended. The volumetric rendering equation is obtained considering how the light goes through participating media (Figure 9.1).
作者: 橡子    時間: 2025-3-23 20:31

作者: 種屬關(guān)系    時間: 2025-3-23 22:54

作者: 易達(dá)到    時間: 2025-3-24 03:41

作者: optic-nerve    時間: 2025-3-24 10:25
New Labour: New Agendas (1997–2010)hand, the chapter is not meant to be a complete programming reference: you will also need to consult API specifications and detailed reference guides on Direct3D or HLSL programming if you engage in implementing GPUGI techniques yourself.
作者: Nerve-Block    時間: 2025-3-24 13:14
https://doi.org/10.1007/978-1-349-20030-6od of each point during shading and replacing the rest by some average. A point is said to be “open” in directions where the local neighborhood is not visible from it. In open directions, a constant or direction-dependent . illumination is assumed, which represents the “rest”. In not open directions, the ambient light is assumed to be blocked.
作者: phlegm    時間: 2025-3-24 18:24

作者: 向外供接觸    時間: 2025-3-24 19:07
Programming and Controlling GPUs,hand, the chapter is not meant to be a complete programming reference: you will also need to consult API specifications and detailed reference guides on Direct3D or HLSL programming if you engage in implementing GPUGI techniques yourself.
作者: Vulnerable    時間: 2025-3-25 02:46
Fake Global Illumination,od of each point during shading and replacing the rest by some average. A point is said to be “open” in directions where the local neighborhood is not visible from it. In open directions, a constant or direction-dependent . illumination is assumed, which represents the “rest”. In not open directions, the ambient light is assumed to be blocked.
作者: ULCER    時間: 2025-3-25 05:16
Book 2008ng at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links
作者: 滑動    時間: 2025-3-25 11:18

作者: Classify    時間: 2025-3-25 12:20

作者: 骯臟    時間: 2025-3-25 19:18

作者: 貪心    時間: 2025-3-25 23:56

作者: stroke    時間: 2025-3-26 01:45

作者: Acquired    時間: 2025-3-26 05:58

作者: PHAG    時間: 2025-3-26 11:21

作者: 1分開    時間: 2025-3-26 12:41

作者: 徹底檢查    時間: 2025-3-26 19:19
Pre-computation Aided Global Illumination, the scene is static, that is, its geometry and material properties do not change in time, then these light paths remain the same except for the first light and the last viewing rays, which might be modified due to moving lights and camera. Pre-computation aided approaches pre-compute the effects of
作者: DIS    時間: 2025-3-26 22:31
Participating Media Rendering,r light not only on their boundary, but anywhere inside their volume. Such phenomena are often called .,or .. Participating media can be imagined as some material that does not completely fill the space. Thus, the photons have the chance to go into it and to travel a random distance before collision
作者: 淺灘    時間: 2025-3-27 02:49
Fake Global Illumination, can be reduced if the physically plausible model is replaced by another model that is simpler to solve but provides somehow similarly looking results. The dependence of the radiance of a point on all other points can be eliminated if we recognize that the illumination influence of a unit area surfa
作者: 流動性    時間: 2025-3-27 06:32
Postprocessing Effects,an also be fetched from the depth buffer. The radiance at a given wavelength is a floating point value, and at least three wavelengths are needed to render a color image. Radiance values may differ by many orders of magnitude, i.e. they have . However, the frame buffer containing the displayed image
作者: ALIBI    時間: 2025-3-27 10:14
978-3-031-79524-4Springer Nature Switzerland AG 2008
作者: Inclement    時間: 2025-3-27 16:47

作者: 我邪惡    時間: 2025-3-27 21:27

作者: ZEST    時間: 2025-3-27 23:56
New Labour: New Agendas (1997–2010)ing examples. A reader deeply familiar with HLSL programming may wish to skip this introduction, and continue reading at Section 3.3.1, where we discuss how global illumination algorithms can make use of GPU programmability. However, this chapter defines concepts which serve as a foundation for more
作者: JOG    時間: 2025-3-28 04:49

作者: neurologist    時間: 2025-3-28 10:18

作者: CROW    時間: 2025-3-28 13:18
https://doi.org/10.1007/978-3-319-33850-7radiance of very rough surfaces, which are called . surfaces, is similar for all viewing directions. Smoother, . surfaces still reflect in all possible directions but the radiance is higher in the vicinity of the ideal reflection direction. At a diffuse or glossy surface, a light path may be continu
作者: 招致    時間: 2025-3-28 16:16

作者: MAL    時間: 2025-3-28 21:42
The Birth of a New Security Systemr light not only on their boundary, but anywhere inside their volume. Such phenomena are often called .,or .. Participating media can be imagined as some material that does not completely fill the space. Thus, the photons have the chance to go into it and to travel a random distance before collision
作者: PTCA635    時間: 2025-3-28 23:33
https://doi.org/10.1007/978-1-349-20030-6 can be reduced if the physically plausible model is replaced by another model that is simpler to solve but provides somehow similarly looking results. The dependence of the radiance of a point on all other points can be eliminated if we recognize that the illumination influence of a unit area surfa
作者: 防水    時間: 2025-3-29 05:05
https://doi.org/10.1007/978-1-349-25657-0an also be fetched from the depth buffer. The radiance at a given wavelength is a floating point value, and at least three wavelengths are needed to render a color image. Radiance values may differ by many orders of magnitude, i.e. they have . However, the frame buffer containing the displayed image
作者: gimmick    時間: 2025-3-29 10:56

作者: 檢查    時間: 2025-3-29 13:13
,Renaissance in the West, 1972–99,Local illumination models simplify the rendering problem to shading a surface fragment according to a given point or directional light source. This is based on several false assumptions resulting in less realistic images:
作者: Offstage    時間: 2025-3-29 19:10

作者: assent    時間: 2025-3-29 23:14

作者: avarice    時間: 2025-3-30 00:01
Simple Improvements of the Local Illumination Model,Local illumination models simplify the rendering problem to shading a surface fragment according to a given point or directional light source. This is based on several false assumptions resulting in less realistic images:
作者: 發(fā)現(xiàn)    時間: 2025-3-30 05:29

作者: Outmoded    時間: 2025-3-30 12:11
Global Englishes in Asian ContextsDie menschliche Gesundheit ist ein wertvolles Gut. Ihre Beeintr?chtigung verursacht nicht nur dem einzelnen Menschen, sondern auch der Gesamtheit Nachteile.




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