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Guest editorial : high dynamic range imaging

Santos, Luís Paulo; Debattista, Kurt

High Dynamic Range (HDR) imagery is a step-change in imaging technology that is not limited to the 8-bits per pixel for each color channel that traditional or low-dynamic range digital images have been constrained to. These restrictions have meant that the current and relatively novel imaging technologies including stereoscopic, HD and ultraHD imaging do not provide an accurate representation of the lighting av...


Bespoke high-fidelity visualization of tiling

Santos, Luís Paulo; Wood, Jonathan; Selmanovic, Elmedin; Harvey, Carlo; Debattista, Kurt; Chalmers, Alan

This paper describes the development and validation of a new service allowing products, such as tiles, to be viewed on a computer authentically in the actual lighting conditions of the area in which they are to be installed. This service leverages recent developments in physically based global illumination and High Dynamic Range (HDR) imaging, enabling real-world lighting to be accurately captured, transferred ...


Wait-free shared-memory irradiance caching

Debattista, Kurt; Dubla, Piotr; Santos, Luís Paulo; Chalmers, Alan

Parallelizing rendering algorithms to exploit multiprocessor and multicore machines isn't straightforward. Certain methods require frequent synchronization among threads to obtain benefits similar to the sequential algorithm. One such algorithm is the irradiance cache (IC), an acceleration data structure that caches indirect diffuse irradiance values. In multicore systems, the threads must share the IC to achie...


Preface and biographic notes for the special issue on graphics for serious games

Debattista, Kurt; Proença, Alberto José; Santos, Luís Paulo

The use of serious games and applications has emerged as a dominating force in training, education and simulation due to the focus on creating compelling interactive environments at reduced costs by adopting its capacity of engaging younger hi-tech generations in the highly motivated gaming environments and to the opportunities offered by the commodity technologies commonly associated with the entertainment ind...


Instant caching for interactive global Iilumination

Debattista, Kurt; Dubla, Piotr; Banterle, Francesco; Santos, Luís Paulo; Chalmers, Alan

The ability to interactively render dynamic scenes with global illumination is one of the main challenges in computer graphics. The improvement in performance of interactive ray tracing brought about by significant advances in hardware and careful exploitation of coherence has rendered the potential of interactive global illumination a reality. However, the simulation of complex light transport phenomena, such ...


Wait-free shared-memory irradiance cache

Dubla, Piotr; Debattista, Kurt; Santos, Luís Paulo; Chalmers, Alan

The irradiance cache (IC) is an acceleration data structure which caches indirect diffuse irradiance values within the context of a ray tracing algorithm. Previously calculated values can be stored and reused in future calculations; such reutilisation enables exploitation of spatial and, in static scenes, temporal coherence, resulting in an order of magnitude improvement in computational performance. In multith...


There-reality : selective rendering in high fidelity virtual environments

Chalmers, Alan; Debattista, Kurt; Mastoropoulou, Georgia; Santos, Luís Paulo

There-reality environments are those virtual environments which evoke the same perceptual response from a viewer as if they were actually present, or there, in the real scene being depicted. While it is possible to compute highly accurate representations of real scenes, the computational requirements of such a full physically-based global illumination solution are significant, currently precluding its computati...


Accelerating the irradiance cache through parallel component-based rendering

Debattista, Kurt; Santos, Luís Paulo; Chalmers, Alan

The irradiance cache is an acceleration data structure which caches indirect diffuse samples within the framework of a distributed ray-tracing algorithm. Previously calculated values can be stored and reused in future calculations, resulting in an order of magnitude improvement in computational performance. However, the irradiance cache is a shared data structure and so it is notoriously difficult to parallelis...


Selective rendering : computing only what you see

Santos, Luís Paulo; Chalmers, Alan; Debattista, Kurt

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...


Selective component-based rendering

Debattista, Kurt; Sundstedt, Veronica; Santos, Luís Paulo; Chalmers, Alan

The computational requirements of full global illumination rendering are such that it is still not possible to achieve high-fidelity graphics of very complex scenes in a reasonable time on a single computer. By identifying which computations are more relevant to the desired quality of the solution, selective rendering can significantly reduce rendering times. In this paper we present a novel component-based sel...


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    Financiadores do RCAAP

Fundação para a Ciência e a Tecnologia Universidade do Minho   Governo Português Ministério da Educação e Ciência Programa Operacional da Sociedade do Conhecimento União Europeia