Sciweavers

244 search results - page 36 / 49
» Deep shadow maps
Sort
View
SI3D
2010
ACM
15 years 10 months ago
Volumetric obscurance
Obscurance and Ambient Occlusion (AO) are popular techniques in both film and games that model how ambient light is shadowed. While it is largely a solved problem for static scen...
Bradford James Loos, Peter-Pike Sloan
EGH
2007
Springer
15 years 9 months ago
Accelerating real-time shading with reverse reprojection caching
Evaluating pixel shaders consumes a growing share of the computational budget for real-time applications. However, the significant temporal coherence in visible surface regions, ...
Diego F. Nehab, Pedro V. Sander, Jason Lawrence, N...
133
Voted
GRAPHITE
2006
ACM
15 years 9 months ago
Interactive landscape visualization using GPU ray casting
—This paper demonstrates the simple yet effective usage of height fields for interactive landscape visualizations using a ray casting approach implemented in the pixel shader of...
Stephan Mantler, Stefan Jeschke
155
Voted
RT
2004
Springer
15 years 8 months ago
Rendering Forest Scenes in Real-Time
Forests are crucial for scene realism in applications such as flight simulators. This paper proposes a new representation allowing for the real-time rendering of realistic forest...
Philippe Decaudin, Fabrice Neyret
ICIP
2003
IEEE
15 years 8 months ago
Detection and counting of cars in aerial images
This paper introduces a new approach to automatic car detection in monocular large scale aerial images. The extraction is based on a hierarchical 3D-model that describes the promi...
S. Hinz