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Titlebook: Rendering Techniques 2001; Proceedings of the E Steven J. Gortler,Karol Myszkowski Conference proceedings 2001 Springer-Verlag/Wien 2001 Ma

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樓主: JOLT
61#
發(fā)表于 2025-4-1 03:00:23 | 只看該作者
Polyhedral Visual Hulls for Real-Time Rendering,resentation for the visual hull directly from the silhouettes. This representation has a number of advantages: 1) it is a view-independent representation, 2) it is well-suited to rendering with graphics hardware, and 3) it can be computed very quickly. We render these visual hulls with a view-depend
62#
發(fā)表于 2025-4-1 09:08:00 | 只看該作者
The Wavelet Stream: Interactive Multi Resolution Light Field Rendering,uality views from a Light Field. In this paper, we present the . which employs non-standard four-dimensional wavelet decomposition for Light Field compression. It allows for progressive transmission, storage, and rendering of compressed Light Field data. Our results show that 0.8% of the original co
63#
發(fā)表于 2025-4-1 10:56:24 | 只看該作者
64#
發(fā)表于 2025-4-1 14:42:34 | 只看該作者
65#
發(fā)表于 2025-4-1 22:17:38 | 只看該作者
Point-Based Impostors for Real-Time Visualization, used in interactive or real-time visualization applications to replace a complex model by an impostor, maintaining high quality rendering while cutting down rendering time. Our approach relies on an object-space sampled representation similar to a point cloud or a layered depth image, but introduce
66#
發(fā)表于 2025-4-2 02:34:25 | 只看該作者
Opacity Shadow Maps,oints, lines, and polygons) is sliced and rendered with graphics hardware to each opacity map that stores alpha values instead of traditionally used depth values. The alpha values are sampled in the maps enclosing each primitive point and interpolated for shadow computation. The algorithm is memory
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