| J. Kautz. Hardware Rendering with Bidirectional Reflectances. Technical Report CS-99-02, University of Waterloo, 1999. |
....from rendering scenes quickly to rendering them well. Due to this shift in emphasis, some classic computer graphics themes have been revived, but with a new emphasis on real time implementation. Many papers have recently appeared on real time physically based global [21, 31, 55, 60] and local [9, 21, 24, 27, 28, 29, 37] illumination, programmable shading [14, 33, 41, 43, 47, 51] lens simulation and tone mapping [10, 15, 22] and even real time raytracing [52] We have come to expect high quality from offline rendering systems. However, in some cases we have known for decades how to simulate certain effects ....
.... reflectors [16, 21, 42] The traditional local illumination model used by graphics hardware can 12 3 also be extended to include shadows (using shadow maps [53] shadow volumes [9, 36] or horizon maps (for precomputed selfshadowing) 24, 54] arbitrary bidirectional reflectance functions [7, 27, 29, 30, 28, 21, 37], complex light sources [20, 53] and caustics [57] The abstract operations supported by OpenGL s conceptual model have been summarized and mathematically characterized by Trendall [57] Other researchers have developed methods for solving the global illumination problem with the help of ....
Jan Kautz. Hardware Rendering with Bidirectional Reflectances. Technical Report TR-99-02, Dept. Comp. Sci., U. of Waterloo, 1999.
....or geometry bandwidth limited. In addition, multipass algorithms can consume a great deal of memory storing frames of intermediate results, a problem which will only be compounded when signed high precision frame buffer and texture map color formats, needed for more advanced rendering effects [20, 21], are available. Tiling the framebuffer can help to address these problems, but only at a cost in software complexity, and possibly in overall performance. In order to improve the performance of high quality hardwareaccelerated rendering and reduce the geometry transformation and bandwidth ....
.... mapping [27] normal mapping [19] and reflections off planar [7] and curved reflectors [12, 17, 29] The traditional local illumination model used by graphics hardware can also be extended to include shadows (using either shadow maps [35] or shadow volumes [7] arbitrary reflectance functions [20, 17], and complex light sources [15, 35] Other researchers have developed methods for solving the global illumination problem with the help of graphics hardware. Keller [22] uses multipass rendering to generate indirect illumination for diffuse environments. Sturzlinger and Bastos [37] can render ....
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J. Kautz. Hardware Rendering with Bidirectional Reflectances. Technical Report TR-99-02, Dept. Comp. Sci., U. of Waterloo, 1999.
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J. Kautz. Hardware Rendering with Bidirectional Reflectances. Technical Report CS-99-02, University of Waterloo, 1999.
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