{"title":"有效的辐射渲染使用纹理和双立方重建","authors":"R. Bastos, Mike Goslin, Hansong Zhang","doi":"10.1145/253284.253309","DOIUrl":null,"url":null,"abstract":"Wepresenta method to speed up walkthmttghs of static scenes. It involves the cmatiort of acmttimsous C1 radiosity reconstruction for adaptively sampled tegiotts. This mpmaentation is a unitied solution to handle usuestricted quadtrees and T-vertices, and allows for the generation of multiple different levels-of-detail of the radiosity function, which are represented as texture maps. The method also involves the use of hardwase bicublc filtering for the mdiosity shading. Both techniques allow improvenmts in performance and memory usage while preserving visual appearance. CR CMegories and Subject Deaeriptom: L3.3 [Computer Graphics]: Pictusdmage Generation Viewing Algorithm, 1.3.6 [Computer Graphics]: Methodology and Techniques Integration Techniques. Additioatsl","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"1 1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"37","resultStr":"{\"title\":\"Efficient radiosity rendering using textures and bicubic reconstruction\",\"authors\":\"R. Bastos, Mike Goslin, Hansong Zhang\",\"doi\":\"10.1145/253284.253309\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Wepresenta method to speed up walkthmttghs of static scenes. It involves the cmatiort of acmttimsous C1 radiosity reconstruction for adaptively sampled tegiotts. This mpmaentation is a unitied solution to handle usuestricted quadtrees and T-vertices, and allows for the generation of multiple different levels-of-detail of the radiosity function, which are represented as texture maps. The method also involves the use of hardwase bicublc filtering for the mdiosity shading. Both techniques allow improvenmts in performance and memory usage while preserving visual appearance. CR CMegories and Subject Deaeriptom: L3.3 [Computer Graphics]: Pictusdmage Generation Viewing Algorithm, 1.3.6 [Computer Graphics]: Methodology and Techniques Integration Techniques. Additioatsl\",\"PeriodicalId\":308950,\"journal\":{\"name\":\"Proceedings of the 1997 symposium on Interactive 3D graphics\",\"volume\":\"1 1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1997-04-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"37\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 1997 symposium on Interactive 3D graphics\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/253284.253309\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 1997 symposium on Interactive 3D graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/253284.253309","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 37
摘要
提出了一种加快静态场景行走速度的方法。它涉及自适应采样土根的动态C1辐射重建问题。这种实现是一种统一的解决方案,可以处理不受限制的四叉树和t顶点,并允许生成多个不同层次的辐射函数细节,这些细节被表示为纹理映射。该方法还涉及使用硬件双元滤波的介质阴影。这两种技术都可以在保持视觉外观的同时提高性能和内存使用。CR cmemories and Subject practice: L3.3[计算机图形学]:pictusimage Generation Viewing Algorithm, 1.3.6[计算机图形学]:Methodology and Techniques Integration Techniques。Additioatsl
Efficient radiosity rendering using textures and bicubic reconstruction
Wepresenta method to speed up walkthmttghs of static scenes. It involves the cmatiort of acmttimsous C1 radiosity reconstruction for adaptively sampled tegiotts. This mpmaentation is a unitied solution to handle usuestricted quadtrees and T-vertices, and allows for the generation of multiple different levels-of-detail of the radiosity function, which are represented as texture maps. The method also involves the use of hardwase bicublc filtering for the mdiosity shading. Both techniques allow improvenmts in performance and memory usage while preserving visual appearance. CR CMegories and Subject Deaeriptom: L3.3 [Computer Graphics]: Pictusdmage Generation Viewing Algorithm, 1.3.6 [Computer Graphics]: Methodology and Techniques Integration Techniques. Additioatsl