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Volumn 26, Issue 6-8, 2010, Pages 679-686

Fast indirect illumination using layered depth images

Author keywords

Hybrid rendering; Real time global illumination

Indexed keywords

HYBRID RENDERING; INCIDENT LIGHT; INDIRECT ILLUMINATION; LAYERED DEPTH IMAGES; RASTERIZATION; REAL-TIME FRAME RATES; REAL-TIME GLOBAL ILLUMINATIONS;

EID: 84879966022     PISSN: 01782789     EISSN: None     Source Type: Journal    
DOI: 10.1007/s00371-010-0486-2     Document Type: Conference Paper
Times cited : (12)

References (27)
  • 3
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    • A geometry-based soft shadow volume algorithm using graphics hardware
    • Assarsson, U., Akenine-Möller, T.: A geometry-based soft shadow volume algorithm using graphics hardware. ACM Trans. Graph. 22(3), 511-520 (2003). http://doi.acm.org/10.1145/882262.882300
    • (2003) ACM Trans. Graph. , vol.22 , Issue.3 , pp. 511-520
    • Assarsson, U.1    Akenine-Möller, T.2
  • 4
    • 56649117085 scopus 로고    scopus 로고
    • Robust soft shadow mapping with backprojection and depth peeling
    • Bavoil, L., Callahan, S., Silva, C.: Robust soft shadow mapping with backprojection and depth peeling. J. Graph. GPU Game Tools 13(1), 19-30 (2008)
    • (2008) J. Graph. GPU Game Tools , vol.13 , Issue.1 , pp. 19-30
    • Bavoil, L.1    Callahan, S.2    Silva, C.3
  • 7
    • 42949093052 scopus 로고    scopus 로고
    • Accurate shadows by depth complexity sampling
    • Forest, V., Barthe, L., Paulin,M.: Accurate shadows by depth complexity sampling. Comput. Graph. Forum 27, 663-674 (2008)
    • (2008) Comput. Graph. Forum , vol.27 , pp. 663-674
    • Forest, V.1    Barthe, L.2    Paulin, M.3
  • 9
    • 24944558361 scopus 로고    scopus 로고
    • High-quality global illumination rendering using rasterization
    • Addison-Wesley, Reading
    • Hachisuka, T.: High-quality global illumination rendering using rasterization. In: GPU Gems 2. Addison-Wesley, Reading (2005)
    • (2005) GPU Gems , vol.2
    • Hachisuka, T.1
  • 10
    • 0041591120 scopus 로고    scopus 로고
    • On comparing ray shooting algorithms
    • Havran, V., Purgathofer, W.: On comparing ray shooting algorithms. Comput. Graph 27(4), 593-604 (2003)
    • (2003) Comput. Graph , vol.27 , Issue.4 , pp. 593-604
    • Havran, V.1    Purgathofer, W.2
  • 19
    • 38149002407 scopus 로고    scopus 로고
    • Whitted ray-tracing for dynamic scenes using a ray-space hierarchy on the GPU
    • Kautz, J., Pattanaik, S. (eds.). Eurographics Association, Geneva, doi:10.2312/EGWR/EGSR07/099-110
    • Roger, D., Assarsson, U., Holzschuch, N.: Whitted ray-tracing for dynamic scenes using a ray-space hierarchy on the GPU. In: Kautz, J., Pattanaik, S. (eds.) Symposium on Rendering, Rendering Techniques 2007, pp. 99-110. Eurographics Association, Geneva (2007). doi:10.2312/EGWR/EGSR07/099-110
    • (2007) Symposium on Rendering, Rendering Techniques 2007 , pp. 99-110
    • Roger, D.1    Assarsson, U.2    Holzschuch, N.3
  • 24
    • 51549120149 scopus 로고    scopus 로고
    • Sample based visibility for soft shadows using alias-free shadow maps
    • Sintorn, E., Eisemann, E., Assarsson, U.: Sample based visibility for soft shadows using alias-free shadow maps. Comput. Graph. Forum 27(4), 1285-1292 (2008)
    • (2008) Comput. Graph. Forum , vol.27 , Issue.4 , pp. 1285-1292
    • Sintorn, E.1    Eisemann, E.2    Assarsson, U.3
  • 26
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    • Ray tracing animated scenes using coherent grid traversal
    • Wald, I., Ize, T., Kensler, A., Knoll, A., Parker, S.G.: Ray tracing animated scenes using coherent grid traversal. ACM Trans. Graph. 25(3), 485-493 (2006). http://doi.acm.org/10.1145/1141911.1141913
    • (2006) ACM Trans. Graph. , vol.25 , Issue.3 , pp. 485-493
    • Wald, I.1    Ize, T.2    Kensler, A.3    Knoll, A.4    Parker, S.G.5


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.