Fun with Fixed Function
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3D Computer Graphics Compiled By: H
animation Charge-coupled device Charts on SO(3) chemistry chirality chromatic aberration chrominance Cinema 4D cinematography CinePaint Circle circumference ClanLib Class of the Titans clean room design Clifford algebra Clip Mapping Clipping (computer graphics) Clipping_(computer_graphics) Cocoa (API) CODE V collinear collision detection color color buffer comic book Comm. ACM Command & Conquer: Tiberian series Commutative operation Compact disc Comparison of Direct3D and OpenGL compiler Compiz complement (set theory) complex analysis complex number complex polygon Component Object Model composite pattern compositing Compression artifacts computationReverse computational Catmull-Clark fluid dynamics computational geometry subdivision Computational_geometry computed surface axial tomography Cel-shaded Computed tomography computer animation Computer Aided Design computerCg andprogramming video games Computer animation computer cluster computer display computer file computer game computer games computer generated image computer graphics Computer hardware Computer History Museum Computer keyboard Computer mouse computer program Computer programming computer science computer software computer storage Computer-aided design Computer-aided design#Capabilities computer-aided manufacturing computer-generated imagery concave cone (solid)language Cone tracing Conjugacy_class#Conjugacy_as_group_action Clipmap COLLADA consortium constraints Comparison Constructive solid geometry of continuous Direct3D function contrast ratioand conversion OpenGL between -
Volumetric Fog Rendering Bachelor’S Thesis (9 ECT)
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DSpace at Tartu University Library UNIVERSITY OF TARTU Institute of Computer Science Computer Science curriculum Siim Raudsepp Volumetric Fog Rendering Bachelor’s thesis (9 ECT) Supervisor: Jaanus Jaggo, MSc Tartu 2018 Volumetric Fog Rendering Abstract: The aim of this bachelor’s thesis is to describe the physical behavior of fog in real life and the algorithm for implementing fog in computer graphics applications. An implementation of the volumetric fog algorithm written in the Unity game engine is also provided. The per- formance of the implementation is evaluated using benchmarks, including an analysis of the results. Additionally, some suggestions are made to improve the volumetric fog rendering in the future. Keywords: Computer graphics, fog, volumetrics, lighting CERCS: P170: Arvutiteadus, arvutusmeetodid, süsteemid, juhtimine (automaat- juhtimisteooria) Volumeetrilise udu renderdamine Lühikokkuvõte: Käesoleva bakalaureusetöö eesmärgiks on kirjeldada udu füüsikalist käitumist looduses ja koostada algoritm udu implementeerimiseks arvutigraafika rakendustes. Töö raames on koostatud volumeetrilist udu renderdav rakendus Unity mängumootoris. Töös hinnatakse loodud rakenduse jõudlust ning analüüsitakse tulemusi. Samuti tuuakse töös ettepanekuid volumeetrilise udu renderdamise täiustamiseks tulevikus. Võtmesõnad: Arvutigraafika, udu, volumeetria, valgustus CERCS: P170: Computer science, numerical analysis, systems, control 2 Table of Contents Introduction -
Signed Distance Fields in Real-Time Rendering
MASTERARBEIT zur Erlangung des akademischen Grades „Master of Science in Engineering“ im Studiengang Game Engineering und Simulation Signed Distance Fields in Real-Time Rendering Ausgeführt von: Michael Mroz, BSc Personenkennzeichen: 1410585012 1. BegutachterIn: DI Stefan Reinalter 2. BegutachterIn: Dr. Gerd Hesina Philadelphia, am 26.04.2017 Eidesstattliche Erklärung „Ich, als Autor / als Autorin und Urheber / Urheberin der vorliegenden Arbeit, bestätige mit meiner Unterschrift die Kenntnisnahme der einschlägigen urheber- und hochschulrechtlichen Bestimmungen (vgl. etwa §§ 21, 46 und 57 UrhG idgF sowie § 11 Satzungsteil Studienrechtliche Bestimmungen / Prüfungsordnung der FH Technikum Wien). Ich erkläre hiermit, dass ich die vorliegende Arbeit selbständig angefertigt und Gedankengut jeglicher Art aus fremden sowie selbst verfassten Quellen zur Gänze zitiert habe. Ich bin mir bei Nachweis fehlender Eigen- und Selbstständigkeit sowie dem Nachweis eines Vorsatzes zur Erschleichung einer positiven Beurteilung dieser Arbeit der Konsequenzen bewusst, die von der Studiengangsleitung ausgesprochen werden können (vgl. § 11 Abs. 1 Satzungsteil Studienrechtliche Bestimmungen / Prüfungsordnung der FH Technikum Wien). Weiters bestätige ich, dass ich die vorliegende Arbeit bis dato nicht veröffentlicht und weder in gleicher noch in ähnlicher Form einer anderen Prüfungsbehörde vorgelegt habe. Ich versichere, dass die abgegebene Version jener im Uploadtool entspricht.“ Philadelphia, am 26.04.2017 Ort, Datum Unterschrift Kurzfassung Die Branche der Echtzeit-Computergrafik ist bestrebt die Synthetisierung von möglichst realistischen Bildern voranzutreiben. Viele der heute in Spielen verwendeten Beleuchtungs-Techniken wurden vor mehr als 20 Jahren entwickelt, doch durch die stetige Verbesserung der Rechenleistung von Grafikkarten in den letzten Jahren rücken nun neue Techniken in den Fokus. Diese Techniken sind zwar langsamer, bieten aber einen höheren Realismus in der Bildsynthese. -
Applications of Pixel Textures in Visualization and Realistic Image Synthesis
Applications of Pixel Textures in Visualization and Realistic Image Synthesis Wolfgang Heidrich, Rudiger¨ Westermann, Hans-Peter Seidel, Thomas Ertl Computer Graphics Group University of Erlangen fheidrich,wester,seidel,[email protected] Abstract which can be used for volume rendering, and the imaging subset, a set of extensions useful not only for image-processing, have been With fast 3D graphics becoming more and more available even on added in this version of the specification. Bump mapping and pro- low end platforms, the focus in developing new graphics hardware cedural shaders are only two examples for features that are likely to is beginning to shift towards higher quality rendering and addi- be implemented at some point in the future. tional functionality instead of simply higher performance imple- On this search for improved quality it is important to identify a mentations of the traditional graphics pipeline. On this search for powerful set of orthogonal building blocks to be implemented in improved quality it is important to identify a powerful set of or- hardware, which can then be flexibly combined to form new algo- thogonal features to be implemented in hardware, which can then rithms. We think that the pixel texture extension by Silicon Graph- be flexibly combined to form new algorithms. ics [9, 12] is a building block that can be useful for many applica- Pixel textures are an OpenGL extension by Silicon Graphics that tions, especially when combined with the imaging subset. fits into this category. In this paper, we demonstrate the benefits of In this paper, we use pixel textures to implement four different this extension by presenting several different algorithms exploiting algorithms for applications from visualization and realistic image its functionality to achieve high quality, high performance solutions synthesis: fast line integral convolution (Section 3), shadow map- for a variety of different applications from scientific visualization ping (Section 4), realistic fog models (Section 5), and finally en- and realistic image synthesis. -
Foggy Scene Rendering Based on Transmission Map Estimation
Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2014, Article ID 308629, 13 pages http://dx.doi.org/10.1155/2014/308629 Research Article Foggy Scene Rendering Based on Transmission Map Estimation Fan Guo, Jin Tang, and Xiaoming Xiao School of Information Science and Engineering, Central South University, Changsha, Hunan 410083, China Correspondence should be addressed to Xiaoming Xiao; [email protected] Received 4 May 2014; Revised 3 September 2014; Accepted 29 September 2014; Published 19 October 2014 Academic Editor: Mark Green Copyright © 2014 Fan Guo et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. Realistic rendering of foggy scene is important in game development and virtual reality. Traditional methods have many parameters to control or require a long time to compute, and they are usually limited to depicting a homogeneous fog without considering the foggy scene with heterogeneous fog. In this paper, a new rendering method based on transmission map estimation is proposed. We first generate perlin noise image as the density distribution texture of heterogeneous fog. Then we estimate the transmission map using the Markov random field (MRF) model and the bilateral filter. Finally, virtual foggy scene is realistically rendered with the generated perlin noise image and the transmission map according to the atmospheric scattering model. Experimental results show that the rendered results of our approach are quite satisfactory. 1. Introduction 2. Related Works Visualization of atmospheric phenomena is an important use There are several related works concerning the simulation of computer graphics, and among of these, fog is one of the of foggy scene. -
Applications of Pixel Textures in Visualization and Realistic Image Synthesis
Applications of Pixel Textures in Visualization and Realistic Image Synthesis Wolfgang Heidrich, Rudiger¨ Westermann, Hans-Peter Seidel, Thomas Ertl Computer Graphics Group University of Erlangen heidrich,wester,seidel,ertl ¡ @informatik.uni-erlangen.de Abstract which can be used for volume rendering, and the imaging subset, a set of extensions useful not only for image-processing, have been With fast 3D graphics becoming more and more available even on added in this version of the specification. Bump mapping and pro- low end platforms, the focus in developing new graphics hardware cedural shaders are only two examples for features that are likely to is beginning to shift towards higher quality rendering and addi- be implemented at some point in the future. tional functionality instead of simply higher performance imple- On this search for improved quality it is important to identify a mentations of the traditional graphics pipeline. On this search for powerful set of orthogonal building blocks to be implemented in improved quality it is important to identify a powerful set of or- hardware, which can then be flexibly combined to form new algo- thogonal features to be implemented in hardware, which can then rithms. We think that the pixel texture extension by Silicon Graph- be flexibly combined to form new algorithms. ics [9, 12] is a building block that can be useful for many applica- Pixel textures are an OpenGL extension by Silicon Graphics that tions, especially when combined with the imaging subset. fits into this category. In this paper, -
COSC 124 Computer Graphics
• Rendering is the process of generating an image from a model, by means of computer programs. • The model is a description of three-dimensional objects in a strictly defined language or data structure. It would contain geometry, viewpoint, texture, lighting, and shading information. The image is a digital image or raster graphics image. • The term may be by analogy with an "artist's rendering" of a scene. Rendering is also used to describe the process of calculating effects in a video editing file to produce final video output. • It is one of the major sub-topics of 3D computer graphics, and in practice always connected to the others. • In the graphics pipeline, it is the last major step, giving the final appearance to the models and animation. • Rendering has uses in architecture, video games, simulators, movie or TV special effects, and design visualization, each employing a different balance of features and techniques. • As a product, a wide variety of renderers are available. Some are integrated into larger modeling and animation packages, some are stand-alone, some are free open-source projects. • On the inside, a renderer is a carefully engineered program, based on a selective mixture of disciplines related to: light physics, visual perception, mathematics, and software development. • In the case of 3D graphics, rendering may be done slowly, as in pre-rendering, or in real time. • Pre-rendering is a computationally intensive process that is typically used for movie creation, while real-time rendering is often done for 3D video games which rely on the use of graphics cards with 3D hardware accelerators. -
Advanced Real-Time Rendering in 3D Graphics and Games
Advanced Real-Time Rendering in 3D Graphics and Games SIGGRAPH 2007 Course 28 August 8, 2007 Course Organizer: Natalya Tatarchuk, AMD Lecturers: Johan Andersson, DICE Shannon Drone, Microsoft Nico Galoppo, UNC Chris Green, Valve Chris Oat, AMD Jason L. Mitchell, Valve Martin Mittring, Crytek GmbH Natalya Tatarchuk, AMD Advanced Real-Time Rendering in 3D Graphics and Games – SIGGRAPH 2007 About This Course Advances in real-time graphics research and the increasing power of mainstream GPUs has generated an explosion of innovative algorithms suitable for rendering complex virtual worlds at interactive rates. This course will focus on the interchange of ideas from game development and graphics research, demonstrating converging algorithms enabling unprecedented visual quality in real-time. This course will focus on recent innovations in real-time rendering algorithms used in shipping commercial games and high end graphics demos. Many of these techniques are derived from academic work which has been presented at SIGGRAPH in the past and we seek to give back to the SIGGRAPH community by sharing what we have learned while deploying advanced real-time rendering techniques into the mainstream marketplace. This course was introduced to SIGGRAPH community last year and it was extremely well received. Our lecturers have presented a number of innovative rendering techniques – and you will be able to find many of those techniques shine in the upcoming state-of-the-art games shipping this year, and even see the previews of those games in this year’s Electronic Theater. This year we will bring an entirely new set of techniques to the table, and even more of them are coming directly from the game development community, along with industry and academia presenters. -
The Aztec Templo Mayor – a Visualization Antonio Serrato-Combe
The Aztec Templo Mayor – A Visualization Antonio Serrato-Combe international journal of architectural computing issue 03,volume 01 313 The Aztec Templo Mayor – A Visualization Antonio Serrato-Combe This article documents research in the field of virtual reconstructions of the past.It makes the point that in order to truly develop the bases of a solid appreciation of cultural patrimonies, historic virtual reconstructions need to incorporate a willingness to achieve higher digital modeling and rendering qualities. And, they should also be well integrated into history courses at all education levels and through a variety of means of communication. In other words, our ability to explore, to interpret and to appropriately use digital tools needs to aspire to greater and more penetrating abilities to reconstruct the past. As a case study,the paper presents the theoretical reconstruction of the Aztec Templo Mayor in Mexico (1).The presentation describes how a variety of digital approaches was used to grasp and appreciate the very significant architectural contributions of the early inhabitants of the Americas. 314 1.Introduction On or around November 1,1519,Hernán Cortés sent ten scouts to look ahead for what was to become the Spanish conquistador’s final fifty miles to Tenochtitlán, the capital of the Aztecs, the largest Pre-Columbian empire in the Americas, at the site of present-day Mexico City.Those explorers came back with stories of “great cities and towers and a sea, and in the middle of it a very great city”.A week later,the Spanish army reached Ixtapalapa, a town of about 15,000 people just five miles from the center of the great city.It is most likely that it was from this point that European eyes saw the Aztec Templo Mayor as well as other remarkable structures in the center of a city that was one of the most populated in the world at the time.