Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Wallner, Günter | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2013-02-25T12:40:48Z | |
dc.date.available | 2013-02-25T12:40:48Z | |
dc.date.issued | 2008 | |
dc.identifier.citation | Journal of WSCG. 2008, vol. 16, no. 1-3, p. 1-8. | en |
dc.identifier.isbn | 978-80-86943-14-5 | |
dc.identifier.issn | 1213–6972 (hardcopy) | |
dc.identifier.issn | 1213–6980 (CD-ROM) | |
dc.identifier.issn | 1213–6964 (online) | |
dc.identifier.uri | http://hdl.handle.net/11025/1323 | |
dc.identifier.uri | http://wscg.zcu.cz/wscg2008/Papers_2008/journal/!_WSCG2008_Journal_final.zip | |
dc.description.abstract | This paper describes an implementation of a progressive radiosity algorithm for triangular meshes which works completely on programmable graphics processors. Errors due to the rasterization of triangles are fixed in a post-processing step or with a fragment shader during runtime. Adaptive subdivision to increase the accuracy of the radiosity solution can be performed during render-time. Since we found that the gradient is not very robust to determine whether triangles should be subdivided or not, we propose a new technique which uses hardware occlusion queries to determine shadow boundaries in image space. The GPU implementation facilitates the simple integration of normal mapping into the radiosity process. Light distribution textures (LDTs) enable us to simulate a variety of real world light sources without much computational overhead. The derivation of such an LDT from a EULUMDAT file is described. | en |
dc.format | 8 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | Journal of WSCG | en |
dc.rights | © Václav Skala - UNION Agency | cs |
dc.subject | radiozita | cs |
dc.subject | globální osvětlení | cs |
dc.subject | grafické procesory | cs |
dc.subject | normálové mapování | cs |
dc.subject | hranice stínu | cs |
dc.subject | textura rozložení světla | cs |
dc.title | GPU radiosity for triangular meshes with support of normal mapping and arbitrary light distributions | en |
dc.type | článek | cs |
dc.type | article | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.subject.translated | radiosity | en |
dc.subject.translated | global illumination | en |
dc.subject.translated | graphic processing units | en |
dc.subject.translated | normal mapping | en |
dc.subject.translated | shadow boundary detection | en |
dc.subject.translated | light distribution texture | en |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | Number 1-3 (2008) |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Wallner.pdf | 3,68 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/1323
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