Utilize este identificador para referenciar este registo: https://hdl.handle.net/1822/6632

TítuloSelective rendering: computing only what you see
Autor(es)Santos, Luís Paulo
Chalmers, Alan
Debattista, Kurt
Palavras-chaveGlobal illumination
High-fidelity graphics
Realism in real-time
Selective rendering
There-reality
DataDez-2006
EditoraAssociation for Computing Machinery
CitaçãoINTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS AND INTERACTIVE TECHNIQUES IN AUSTRALASIA AND SOUTHEAST ASIA, 4, Kuala Lumpur, Malaysia, 2006 – “Graphite'2006 : proceedings of the 4th. Int. Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Ásia”. [S.l.] : ACM Press, 2006. p. 9-18.
Resumo(s)The computational requirements of a full physically-based global illumination solution are significant, currently precluding its solution on even a powerful modern PC in reasonable let alone real time. A key factor to consider if we are ever to achieve so called "Realism in Real-Time", is that we are computing images for humans to look at. Although the human visual system is very good, it is by no means perfect. By understanding what the human does, or perhaps more importantly, does not see, enables us to save significant computation effort without any loss of perceptual quality of the resultant image. This paper describes the novel techniques of selective rendering which allow us to direct computational resources to those areas of high perceptual importance while avoiding computing any detail which will not be perceived by the viewer. Such selective rendering methods offer us the real possibility of achieving high fidelity graphics of complex scenes at interactive rates.
TipoArtigo em ata de conferência
URIhttps://hdl.handle.net/1822/6632
ISBN1595935649
DOI10.1145/1174429.1174431
Arbitragem científicayes
AcessoAcesso aberto
Aparece nas coleções:DI/CCTC - Artigos (papers)

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