{"title":"Time critical lumigraph rendering","authors":"Peter-Pike J. Sloan, Michael F. Cohen, S. Gortler","doi":"10.1145/253284.253296","DOIUrl":null,"url":null,"abstract":"It was illustrated in that the light leaving the con vex hull of an object or entering a convex region of empty space can be fully characterized by a D function over the space of rays crossing a surface surrounding the object or surrounding the empty space Methods to repre sent this function and quickly render individual images from this representation given an arbitrary cameras were also de scribed This paper extends the work outlined by Gortler et al by demonstrating a taxonomy of methods to accelerate the rendering process by trading o quality for time Given the speci c limitation of a given hardware con guration we discuss methods to tailor a critical time rendering strategy using these methods CR Descriptors I Computer Graphics Three Dimensional Graphics and Realism Additional","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"90","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 1997 symposium on Interactive 3D graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/253284.253296","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 90
Abstract
It was illustrated in that the light leaving the con vex hull of an object or entering a convex region of empty space can be fully characterized by a D function over the space of rays crossing a surface surrounding the object or surrounding the empty space Methods to repre sent this function and quickly render individual images from this representation given an arbitrary cameras were also de scribed This paper extends the work outlined by Gortler et al by demonstrating a taxonomy of methods to accelerate the rendering process by trading o quality for time Given the speci c limitation of a given hardware con guration we discuss methods to tailor a critical time rendering strategy using these methods CR Descriptors I Computer Graphics Three Dimensional Graphics and Realism Additional