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Interactive Depth-of-Field Rendering with Secondary Rays 认领 引用 被引量:2
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作者 谢国富 孙鑫 王文成 《Journal of Computer Science & Technology》 SCIE EI CSCD 2013年第3期490-498,共9页
This paper presents an efficient method to trace secondary rays in depth-of-field (DOF) rendering, which significantly enhances realism. Till now, the effects by secondary rays have been little addressed in real-tim... This paper presents an efficient method to trace secondary rays in depth-of-field (DOF) rendering, which significantly enhances realism. Till now, the effects by secondary rays have been little addressed in real-time/interactive DOF rendering, because secondary rays have less coherence than primary rays, making them very difficult to handle. We propose novel measures to cluster secondary rays, and take a virtual viewpoint to construct a layered image-based representation for the objects that would be intersected by a cluster of secondary rays respectively. Therefore, we can exploit coherence of secondary rays in the clusters to speed up tracing secondary rays in DOF rendering. Results show that, we can interactively achieve DOF rendering effects with reflections or refractions on a commodity graphics card. 展开更多
关键词 interactive rendering depth-of-field effect reflection refraction clustering
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Fast Scheme for Projective Geometric Correction and Edge Blending Based on High Dynamic Range Images 认领 引用
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作者 柳喆俊 金云水 《Journal of Donghua University(English Edition)》 EI CAS 2015年第2期214-218,共5页
With the development of graphic processing unit(GPU)power,it is now possible to implement geometric correction and edge blending functions on a single computer.However,the processing resources consumed by the geometri... With the development of graphic processing unit(GPU)power,it is now possible to implement geometric correction and edge blending functions on a single computer.However,the processing resources consumed by the geometric correction and edge blending phases still burden the system and slow down the main application considerably.A new platform independent scheme is proposed,minimizing the negative influence on performance.In this scheme,parameters for geometric correction and edge blending are firstly defined in an interactive way and recorded as a 32-bit high dynamic range(HDR) image,which is then used by high level shading language(HLSL) codes embedded in the main application as a lookup table,greatly reducing the computational complexity and enhancing flexibility. 展开更多
关键词 correction blending interactive pixel projection minimizing burden overlapping flexibility rendering
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