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Titlebook: Rendering Techniques ’95; Proceedings of the E Patrick M. Hanrahan,Werner Purgathofer Conference proceedings 1995 Springer-Verlag/Wien 1995

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樓主: Monroe
11#
發(fā)表于 2025-3-23 10:06:27 | 只看該作者
Linear Radiosity with Error Estimation,l the effort of projecting the integral equation involving such kernels. We provide the hierarchical algorithm for computing the radiosity bounds. We derive the expression for computing error-estimates from these bounds. Finally we propose a refinement indicator for carrying out the link refinement.
12#
發(fā)表于 2025-3-23 17:49:17 | 只看該作者
Space Deformation using Ray Deflectors, parts of the model that contribute to the final image. In addition, using deflectors, our approach can deform any object type that can be rendered by a ray casting algorithm, providing a unified solution to space deformation.
13#
發(fā)表于 2025-3-23 18:46:36 | 只看該作者
Optimized Maximum Intensity Projection (MIP),an additional speed up of at least 50% compared to the classical linear memory access. This is of particular interest for (but not restricted to) parallel volume rendering on shared memory multiprocessor systems.
14#
發(fā)表于 2025-3-24 00:51:09 | 只看該作者
Pyramid Clipping for Efficient Ray Traversal, and in hemisphere shooting or gathering in radiosity algorithms. The coherence between these rays can be exploited by enclosing a bundle of these rays with a pyramid and by classifying objects with respect to this pyramid prior to tracing the rays. We present an implementation of this algorithm for
15#
發(fā)表于 2025-3-24 02:28:38 | 只看該作者
16#
發(fā)表于 2025-3-24 10:04:51 | 只看該作者
Space Deformation using Ray Deflectors,ts in the model, we deform the rays used to render the scene. The mechanism to specify the deformation, which we call a ., is a vector of gravity positioned in space. This gravity vector bends any ray that travels through its field of gravity in a view-independent fashion. Images generated by these
17#
發(fā)表于 2025-3-24 12:55:56 | 只看該作者
Bridging between surface rendering and volume rendering for multi-resolution display, to bridging an existing gap between surface rendering and volume/texel rendering. This approach enables us to render the identical collection of surfaces both in the fax distance and close at hand. Experiments on clouds of spheres and trees/forests are reported.
18#
發(fā)表于 2025-3-24 18:36:14 | 只看該作者
Multiple scattering as a diffusion process, of each photon is much smaller than the medium size, the effects of multiple scattering can be approximated by a diffusion process. We introduce this approximation from the radiative transfer literature to the computer graphics community and propose several numerical methods for its solution. We im
19#
發(fā)表于 2025-3-24 22:53:03 | 只看該作者
Optimized Maximum Intensity Projection (MIP),ion. The algorithm conserves the image quality and requires no pre-processing. We propose four different quality levels: a fast line-traversing nearest neighbour algorithm for previewing, two efficient approximation algorithms that are sufficient for most applications, and an analytical method for i
20#
發(fā)表于 2025-3-25 02:24:30 | 只看該作者
Spatial Domain Characterization and Control of Reconstruction Errors,ng, or volume rendering. We present a new method for the characterization and measurement of reconstruction error. Our method, based on . error analysis, uses approximation theory to develop error bounds. We provide, for the first time, an efficient way to guarantee an error bound at . by varying th
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