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Table 1: Rendering performance.
in Abstract Seamless Integration of Stylized Renditions in Computer-Generated Landscape Visualization
"... In PAGE 8: ... We demonstrate the usability of the presented techniques with real, complex landscape scenes which have been created with the Lenne3D system. In Table1 we show that the overhead introduced by the new rendering framework at the same scene complexity is small, making the approach viable in practice. Moreover, depending on the degree of abstraction, sketchy rendering tend to be faster because the number of primitives being rendered is reduced.... ..."
Table II shows similar comparative results for volume mea- surements made between PPVC and PVB on simulated data, and between PPVC and Mixel on real data. Volume measure- ments made with PVB are significantly more accurate that those made with PPVC, and the PPVC to PVB improvement is better than the PPVC to Mixel improvement. Figs. 1 and 4 also show comparative results between PVB and DML. Note that the same artifacts shown in Fig. 9 occur with real data and are reduced by our technique. Models and volume-rendered images, as shown in Figs. 10 and 11, benefit from our new techniques because less incorrect information is introduced into the classified datasets, thus
1998
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Table 1: Comparison between 3-D model-based rendering and the image-based rendering tech- niques
1997
"... In PAGE 9: ... In contrast with 3-D model-based rendering, image-based rendering tech- niques rely primarily on the original or trained set of images to produce new, virtual views. Comparisons between the 3-D model-based rendering and the image-based rendering tech- niques are shown in Table1 . In 3-D model-based rendering, 3-D objects and scenes are repre- sented by explicitly constructed 3-D models (from CAD modeler, 3-D digitizer, active range, or stereo techniques).... ..."
Table 1: Comparison of the original simple ray-casting algorithm and the IsoRegion Leaping accelerated one in terms of the rendering time and saving in sample com- position for the renderings in Fig. 4
1998
"... In PAGE 6: ...ith 512 MB main memory running Solaris 2.5.1. All the images are of size . Table1 summarizes the timing results of the original simple ray-casting al- gorithm and the one accelerated by the IsoRegion Leap- (a) Arbitrary viewpoint (b) Front view (c) Side view cut (d) Front view cut Figure 4: Four renderings of a CT human head ing technique. The column leap count indicates how many sample compositions are saved by using the new technique.... ..."
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Table 1: Comparison of the original simple ray-casting algorithm and the IsoRegion Leaping accelerated one in terms of the rendering time and saving in sample com- position for the renderings in Fig. 4
1998
"... In PAGE 6: ...ith 512 MB main memory running Solaris 2.5.1. All the images are of size 256 256. Table1 summarizes the timing results of the original simple ray-casting al- gorithm and the one accelerated by the IsoRegion Leap- (a) Arbitrary viewpoint (b) Front view (c) Side view cut (d) Front view cut Figure 4: Four renderings of a CT human head ing technique. The column leap count indicates how many sample compositions are saved by using the new technique.... ..."
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Table 5. Rendering Processes
"... In PAGE 7: ... Once a texture has been defined, it can be wrapped around any 3- D object. In this context, a key role is played by rendering: the process of adding realism to a computer graphics by adding 3-D qualities such as shadows and variations in color and shade (see Table5 for the most common render- ing techniques). Rendering in virtual reality is calculated and displayed in real time, at rates of approximately 20 to 120 frames per second.... ..."
Table 1: Surface reconstruction techniques in point-based rendering.
"... In PAGE 11: ...Table 1: Surface reconstruction techniques in point-based rendering. Table1 gives an overview of different reconstruction techniques, each of which is discussed in a separate section later. All reconstruction techniques share one property: they need to know the density of point samples in order to work.... In PAGE 22: ...3.5 Discussion Each of the described techniques for surface reconstruction ( Table1 ) includes some kind of splatting, at least to eliminate the occluded background surfels. Quad splatting vs.... ..."
Table 2: Comparison of techniques for rendering non-height-field structures.
2006
"... In PAGE 6: ... A de- tailed description of this procedure can be found in [Oliveira and Policarpo 2005]. Table2 compares some features of several techniques used for ren- dering non-height-field structures. All previous methods are based on the use of 3D textures or other volumetric representations.... In PAGE 7: ...The proposed technique is based on 2D textures, requires consid- erably less memory than previous techniques (about 20% of what is required by a relatively low-resolution GDM - see Table2 ), sup- ports close-up views of the mapped details, and works in real time. 7Conclusion The ability to add non-height-field details to polygonal surfaces is of great importance for rendering object with complex mesostruc- tures.... ..."
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Table 1: Running times (frames per second) for separate rendering techniques.
2002
"... In PAGE 6: ... The total number of point primitives in a typical data set ranges from 5,000 to 2,000,000, and the silhouette curves range from 1,000 to 300,000. Performance results of our stipple system are presented in Table1 . These running times were gathered from a dual processor Intel Xeon 2.... ..."
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