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Titlebook: Rendering Techniques ’99; Proceedings of the E Dani Lischinski,Greg Ward Larson Conference proceedings 1999 Springer-Verlag/Wien 1999 3D.3D

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樓主: CLOG
41#
發(fā)表于 2025-3-28 15:38:17 | 只看該作者
Decoupling Polygon Rendering from Geometry using Rasterization Hardware,duce the load of geometry transfer and processing. In order to supplement methods like polygon reduction or geometry compression we suggest to exploit the processing power and functionality of the rasterization and texture subsystem of advanced graphics hardware. We demonstrate that 3D-texture maps
42#
發(fā)表于 2025-3-28 21:05:05 | 只看該作者
Hierarchical Image-Based Rendering using Texture Mapping Hardware, hardware for six orthogonal views. These are adaptively selected according to the proximity of the viewpoint, and combined using hardware texture mapping to create “reprojected” output images for new viewpoints. (If a subobject is too close to the viewpoint, the polygons in the original model are r
43#
發(fā)表于 2025-3-28 23:00:25 | 只看該作者
44#
發(fā)表于 2025-3-29 05:21:19 | 只看該作者
45#
發(fā)表于 2025-3-29 08:32:37 | 只看該作者
46#
發(fā)表于 2025-3-29 12:12:19 | 只看該作者
Information Theory Tools for Scene Discretization,, depends entirely on the subdivision criterion and strategy that is used. We study the problem of adaptive scene discretization from the point of view of information theory. In previous work, we have introduced the concept of mutual information, which represents the information transfer or correlat
47#
發(fā)表于 2025-3-29 17:13:35 | 只看該作者
Geospecific rendering of alpine terrain, down on top of that geometry. While elevation data is widely available for much of the world and many methods exist for converting this data to forms suitable for graphics systems, we have much less experience with patterning the resulting surface. This paper describes an approach for using panchro
48#
發(fā)表于 2025-3-29 20:46:22 | 只看該作者
49#
發(fā)表于 2025-3-30 02:17:33 | 只看該作者
50#
發(fā)表于 2025-3-30 04:15:23 | 只看該作者
Real-Time Rendering of Real World Environments,hat looks as real as the world around us. But hand-modeling such a virtual environment is inherently limited and acquiring the scene model using devices also presents challenges. Interactively rendering such a detailed model is beyond the limits of current graphics hardware, but image-based approach
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