Full metadata record
DC FieldValueLanguage
dc.contributor.authorGaitatzes, Athanasios
dc.contributor.authorAndreadis, Anthousis
dc.contributor.authorPapaioannou, Georgios
dc.contributor.authorChrysanthou, Yiorgos
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-04-17T11:24:42Z-
dc.date.available2014-04-17T11:24:42Z-
dc.date.issued2010
dc.identifier.citationWSCG 2010: Communication Papers Proceedings: 18th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS, p. 131-138.en
dc.identifier.isbn978-80-86943-87-9
dc.identifier.urihttp://wscg.zcu.cz/WSCG2010/Papers_2010/!_2010_Short-proceedings.pdf
dc.identifier.urihttp://hdl.handle.net/11025/11052
dc.description.abstractWe present a novel GPU-based method for accelerating the visibility function computation of the lighting equation in dynamic scenes composed of rigid objects. The method pre-computes, for each object in the scene, the visibility and normal information, as seen from the environment, onto the bounding sphere surrounding the object and encodes it into maps. The visibility function is encoded by a four-dimensional visibility field that describes the distance of the object in each direction for all positional samples on a sphere around the object. In addition, the normal vectors of each object are computed and stored in corresponding fields for the same positional samples for use in the computation of reflection in ray-tracing. Thus we are able to speed up the calculation of most algorithms that trace rays to real-time frame rates. The pre-computation time of our method is relatively small. The space requirements amount to 1 byte per ray direction for the computation of ambient occlusion and soft shadows and 4 bytes per ray direction for the computation of reflection in ray-tracing. We present the acceleration results of our method and show its application to two different intersection intensive domains, ambient occlusion computation and stochastic ray tracing on the GPU.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG 2010: Communication Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectnepřímé osvětlenícs
dc.subjectpředem vypočítaná viditelnostcs
dc.subjectrovnoměrné rozdělenícs
dc.subjectpolokoulecs
dc.subjectsledování paprskucs
dc.titleFast Approximate Visibility on the GPU using precomputed 4D Visibility Fieldsen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedindirect lightingen
dc.subject.translatedpre-computed visibilityen
dc.subject.translateduniform distributionen
dc.subject.translatedhemisphereen
dc.subject.translatedray tracingen
dc.type.statusPeer-revieweden
dc.type.driverinfo:eu-repo/semantics/conferenceObjecten
dc.type.driverinfo:eu-repo/semantics/publishedVersionen
Appears in Collections:WSCG 2010: Communication Papers Proceedings

Files in This Item:
File Description SizeFormat 
Gaitatzes.pdfPlný text2,01 MBAdobe PDFView/Open


Please use this identifier to cite or link to this item: http://hdl.handle.net/11025/11052

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.