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Volumn 30, Issue 1, 2010, Pages 70-79

Volumetric ambient occlusion for real-time rendering and games

Author keywords

Computer graphics; GPU; Graphics and multimedia; Importance sampling; Obscurance; Volumetric ambient occlusion

Indexed keywords

AMBIENT OCCLUSION; FUZZY MEMBERSHIP FUNCTION; GRAPHICS AND MULTIMEDIA; ILLUMINATION EFFECT; IMPORTANCE SAMPLING; NOVEL INTERPRETATION; PRE-COMPUTATION; REAL TIME; REAL-TIME RENDERING; RENDERING EQUATION; TANGENT SPHERES;

EID: 75149158912     PISSN: 02721716     EISSN: None     Source Type: Journal    
DOI: 10.1109/MCG.2010.19     Document Type: Article
Times cited : (35)

References (8)
  • 1
    • 0037619272 scopus 로고    scopus 로고
    • Fast realistic lighting for video games
    • A. Iones et al., "Fast Realistic Lighting for Video Games," IEEE Computer Graphics and Applications, vol.23, no.3, 2003, pp. 54-64.
    • (2003) IEEE Computer Graphics and Applications , vol.23 , Issue.3 , pp. 54-64
    • Iones, A.1
  • 2
    • 85042617251 scopus 로고    scopus 로고
    • Exponential shadow maps
    • Canadian Information Processing Soc.
    • T. Annen et al., "Exponential Shadow Maps," Proc. Graphics Interface (GI 08), Canadian Information Processing Soc., 2008, pp. 155-161.
    • (2008) Proc. Graphics Interface (GI 08) , pp. 155-161
    • Annen, T.1
  • 3
    • 79960167052 scopus 로고    scopus 로고
    • Finding next gen: Cry engine 2
    • Course 28: Advanced Real-Time Rendering in 3D Graphics and Games, ACM Press
    • M. Mittring, "Finding Next Gen: CryEngine 2," Siggraph 2007 Course Notes, Course 28: Advanced Real-Time Rendering in 3D Graphics and Games, ACM Press, 2007, pp. 97-121.
    • (2007) Siggraph 2007 Course Notes , pp. 97-121
    • Mittring, M.1
  • 4
    • 54949139318 scopus 로고    scopus 로고
    • Real-time depth buffer based ambient occlusion
    • GDC
    • M. Sainz, "Real-Time Depth Buffer Based Ambient Occlusion," Proc. Games Developers Conf. (GDC 08), GDC, 2008; http://developer.download. nvidia.com/presentations/2008/GDC/GDC08-Ambient-Occlusion.pdf.
    • (2008) Proc. Games Developers Conf. (GDC 08)
    • Sainz, M.1
  • 5
    • 23444454917 scopus 로고    scopus 로고
    • Ambient occlusion
    • R. Fernando, ed., Addison-Wesley
    • M. Pharr and S. Green, "Ambient Occlusion," GPU Gems, R. Fernando, ed., Addison-Wesley, 2004, pp. 279-292.
    • (2004) GPU Gems , pp. 279-292
    • Pharr, M.1    Green, S.2
  • 7
    • 0009423093 scopus 로고
    • Weighted uniform sampling-a monte-carlo technique for reducing variance
    • M. Powell and J. Swann, "Weighted Uniform Sampling-a Monte-Carlo Technique for Reducing Variance," IMA J. Applied Mathematics, vol.2, no.3, 1966, pp. 228-236.
    • (1966) IMA J. Applied Mathematics , vol.2 , Issue.3 , pp. 228-236
    • Powell, M.1    Swann, J.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.