Detalhes do Documento

Selective rendering : computing only what you see

Autor(es): Santos, Luís Paulo cv logo 1 ; Chalmers, Alan cv logo 2 ; Debattista, Kurt cv logo 3

Data: 2006

Identificador Persistente: http://hdl.handle.net/1822/6632

Origem: RepositóriUM - Universidade do Minho

Assunto(s): Global illumination; High-fidelity graphics; Realism in real-time; Selective rendering; There-reality


Descrição
The computational requirements of a full physically-based global illumination solution are significant, currently precluding its solution on even a powerful modern PC in reasonable let alone real time. A key factor to consider if we are ever to achieve so called "Realism in Real-Time", is that we are computing images for humans to look at. Although the human visual system is very good, it is by no means perfect. By understanding what the human does, or perhaps more importantly, does not see, enables us to save significant computation effort without any loss of perceptual quality of the resultant image. This paper describes the novel techniques of selective rendering which allow us to direct computational resources to those areas of high perceptual importance while avoiding computing any detail which will not be perceived by the viewer. Such selective rendering methods offer us the real possibility of achieving high fidelity graphics of complex scenes at interactive rates.
Tipo de Documento Documento de conferência
Idioma Inglês
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