Finite Element Methods for Global Illumination Computations
Author: Marc Stamminger
Publisher: Herbert Utz Verlag
Published: 2000
Total Pages: 158
ISBN-13: 9783896756619
DOWNLOAD EBOOKRead and Download eBook Full
Author: Marc Stamminger
Publisher: Herbert Utz Verlag
Published: 2000
Total Pages: 158
ISBN-13: 9783896756619
DOWNLOAD EBOOKAuthor: Laszlo Szirmay-Kalos
Publisher: Springer Nature
Published: 2022-05-31
Total Pages: 275
ISBN-13: 3031795253
DOWNLOAD EBOOKThis book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography
Author: B. Peroche
Publisher: Springer Science & Business Media
Published: 2013-11-11
Total Pages: 435
ISBN-13: 370916303X
DOWNLOAD EBOOKThis book contains the proceedings of the 11th Eurographics Workshop on Rendering, which took place from the 26th to the 28th of June, 2000, in Brno, Czech Republic. Over the past 10 years, the Workshop has become the premier forum dedicated to research in rendering. Much of the work in rendering now appearing in other conferences and journals builds on ideas originally presented at the Workshop. This year we received a total of 84 submissions. Bachpaper was carefully reviewed by two of the 25 international programme committee members, as weil as external reviewers, selected by the co-chairs from a pool of 121 individuals (The programme committee and external reviewers are listed following the contents pages). In this review process, all submissions and reviews were handled electronically, with the exception of videos submitted with a few of the papers (however, some mpeg movies were also sent electronically). The overall quality of the submissions was exceptionally high. Space and time constraints forced the committee to make some difficult decisions. In the end, 33 papers were accepted, and they appear here. Almost all papers are accompanied by color images, which appear at the end of the book. The papers treat the following varied topics: radiosity, ray tracing, methods for global illumination, visibility, reftectance, filtering, perception, hardware assisted methods, real time rendering, modeling for effi cient rendering and new image representations.
Author: Philippe Fuchs
Publisher: CRC Press
Published: 2011-07-27
Total Pages: 434
ISBN-13: 0203802950
DOWNLOAD EBOOKA manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the read
Author: Xavier Pueyo
Publisher: Nova Publishers
Published: 2001
Total Pages: 188
ISBN-13: 9781590331767
DOWNLOAD EBOOKParallel & Distributed Computer Graphics
Author: Adnan Ibrahimbegovic
Publisher: Springer
Published: 2016-02-12
Total Pages: 497
ISBN-13: 3319279963
DOWNLOAD EBOOKThis volume contains the best papers presented at the 2nd ECCOMAS International Conference on Multiscale Computations for Solids and Fluids, held June 10-12, 2015. Topics dealt with include multiscale strategy for efficient development of scientific software for large-scale computations, coupled probability-nonlinear-mechanics problems and solution methods, and modern mathematical and computational setting for multi-phase flows and fluid-structure interaction. The papers consist of contributions by six experts who taught short courses prior to the conference, along with several selected articles from other participants dealing with complementary issues, covering both solid mechanics and applied mathematics.
Author: Thomas Driemeyer
Publisher: Springer Science & Business Media
Published: 2013-04-17
Total Pages: 504
ISBN-13: 3709136970
DOWNLOAD EBOOKWritten by the mental ray software project leader, this book gives a general introduction into rendering with mental ray(R), as well as step-by-step recipes for creating advanced effects, and tips and tricks for professional users. A comprehensive definition of mental rays scene description language and the standard shader libraries is included and used as the basis for all examples.
Author: Bernd Girod
Publisher: IOS Press
Published: 2000
Total Pages: 436
ISBN-13: 9783898380195
DOWNLOAD EBOOKAuthor: Matt Pharr
Publisher: Addison-Wesley Professional
Published: 2005
Total Pages: 814
ISBN-13: 9780321335593
DOWNLOAD EBOOKMore useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.
Author: Dar'ya Guarnera
Publisher: Springer Nature
Published: 2022-05-31
Total Pages: 93
ISBN-13: 3031025954
DOWNLOAD EBOOKThis book provides beginners in computer graphics and related fields a guide to the concepts, models, and technologies for realistic rendering of material appearance. It provides a complete and thorough overview of reflectance models and acquisition setups, along with providing a selection of the available tools to explore, visualize, and render the reflectance data. Reflectance models are under continuous development, since there is still no straightforward solution for general material representations. Every reflectance model is specific to a class of materials. Hence, each has strengths and weaknesses, which the book highlights in order to help the reader choose the most suitable model for any purpose. The overview of the acquisition setups will provide guidance to a reader who needs to acquire virtual materials and will help them to understand which measurement setup can be useful for a particular purpose, while taking into account the performance and the expected cost derived from the required components. The book also describes several recent open source software solutions, useful for visualizing and manipulating a wide variety of reflectance models and data.