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GRAPHICSINTERFACE
2004
15 years 1 months ago
A Hybrid Physical/Device-Space Approach for Spatio-Temporally Coherent Interactive Texture Advection on Curved Surfaces
We propose a novel approach for a dense texture-based visualization of vector fields on curved surfaces. Our texture advection mechanism relies on a Lagrangian particle tracing th...
Daniel Weiskopf, Thomas Ertl
CGF
2008
101views more  CGF 2008»
14 years 11 months ago
A Prism-Free Method for Silhouette Rendering in Inverse Displacement Mapping
Silhouette is a key feature that distinguishes displacement mapping from normal mapping. However the silhouette rendering in the GPU implementation of displacement mapping (which ...
Ying-Chieh Chen, Chun-Fa Chang
109
Voted
CGF
2008
123views more  CGF 2008»
14 years 11 months ago
Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media
We present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can ...
Zhong Ren, Kun Zhou, Stephen Lin, Baining Guo
125
Voted
IJVR
2006
166views more  IJVR 2006»
14 years 11 months ago
Multi-screen Tiled Displayed, Parallel Rendering System for a Large Terrain Dataset
Real time terrain rendering plays a very important role in many fields, such of GIS, virtual reality, and military simulations. With the rapid development of PC-level hardware, rec...
Ping Yin, Xiaohong Jiang, Jiaoying Shi, Ran Zhou
91
Voted
TOG
2008
193views more  TOG 2008»
14 years 11 months ago
Random-access rendering of general vector graphics
We introduce a novel representation for random-access rendering of antialiased vector graphics on the GPU, along with efficient encoding and rendering algorithms. The representati...
Diego Nehab, Hugues Hoppe