| M. Stamminger, P. Slusallek, H.-P. Seidel. Interactive Walkthroughs and Higher Order Global Illumination . Modeling, Virtual Worlds, Distributed Grapics p. 121, 1995 |
....research focus has shifted 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 ....
....problem with the help of graphics hardware. Keller [31] uses multipass rendering to generate indirect illumination for diffuse environments. St urzlinger and Bastos [56] can render indirect illumination in glossy environments by visualizing the solution of a photon map algorithm. Stamminger et al. [55] and Walter et al. [60] place OpenGL light sources at virtual positions to simulate indirect illumination reflected by glossy surfaces, effectively using Phong lobes as a set of basis functions. Heidrich and Seidel [21] use multiple rendering passes and environment maps to render global ....
M. Stamminger, Ph. Slusallek, and H.-P. Seidel. Interactive walkthroughs and higher order global illumination. In Modeling, Virtual Worlds, Distributed Graphics, pages 121--128, November 1995.
....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 indirect illumination in glossy environments by visualizing the solution of a photon map algorithm. Stamminger et al. [36] and Walter et al. [39] place OpenGL light sources at virtual positions to simulate indirect illumination reflected by glossy surfaces. Heidrich and Seidel [17] use multiple rendering passes and environment maps to render global illumination solutions for non diffuse environments. Another useful ....
M. Stamminger, Ph. Slusallek, and H.-P. Seidel. Interactive walkthroughs and higher order global illumination. In Modeling, Virtual Worlds, Distributed Graphics, pages 121--128, November 1995.
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M. Stamminger, P. Slusallek, H.-P. Seidel. Interactive Walkthroughs and Higher Order Global Illumination . Modeling, Virtual Worlds, Distributed Grapics p. 121, 1995
No context found.
M. Stamminger, P. Slusallek, and H.-P. Seidel, "Interactive walkthroughs and higher order global illumination", in Modeling, Virtual Worlds, Distributed Grapics (D. W. Fellner, ed.), pp. 121--128, Gesellschaft fr Informatik, (1995). 2
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