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Displacement Map** on the GPU—State of the Art
This paper reviews the latest developments of displacement map** algorithms
implemented on the vertex, geometry, and fragment shaders of graphics cards …
implemented on the vertex, geometry, and fragment shaders of graphics cards …
[KİTAP][B] Real-time rendering
T Akenine-Moller, E Haines, N Hoffman - 2019 - taylorfrancis.com
Thoroughly revised, this third edition focuses on modern techniques used to generate
synthetic three-dimensional images in a fraction of a second. With the advent of …
synthetic three-dimensional images in a fraction of a second. With the advent of …
Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments
We present a new, real-time method for rendering diffuse and glossy objects in low-
frequency lighting environments that captures soft shadows, interreflections, and caustics …
frequency lighting environments that captures soft shadows, interreflections, and caustics …
A survey of shadow algorithms
The various types of shadows are characterized. Most existing shadow algorithms are
described, and their complexities, advantages, and shortcomings are discussed. Hard …
described, and their complexities, advantages, and shortcomings are discussed. Hard …
Real-time relief map** on arbitrary polygonal surfaces
This paper presents a technique for map** relief textures onto arbitrary polygonal models
in real time. In this approach, the map** of the relief data is done in tangent space. As a …
in real time. In this approach, the map** of the relief data is done in tangent space. As a …
Image-space horizon-based ambient occlusion
Ambient occlusion is a lighting model that approximates the amount of light reaching a point
on a diffuse surface based on its directly visible occluders. It gives perceptual clues of …
on a diffuse surface based on its directly visible occluders. It gives perceptual clues of …
A model for anisotropic reflection
P Poulin, A Fournier - ACM SIGGRAPH Computer Graphics, 1990 - dl.acm.org
A reflection and refraction model for anisotropic surfaces is introduced. The anisotropy is
simulated by small cylinders (added or subtracted) distributed on the anisotropic surface …
simulated by small cylinders (added or subtracted) distributed on the anisotropic surface …
View-dependent displacement map**
Significant visual effects arise from surface mesostructure, such as fine-scale shadowing,
occlusion and silhouettes. To efficiently render its detailed appearance, we introduce a …
occlusion and silhouettes. To efficiently render its detailed appearance, we introduce a …
Lopsided spiral galaxies: evidence for gas accretion
We quantify the degree of lopsidedness for a sample of 149 galaxies observed in the near-
infrared from the OSUBGS sample, and try to explain the physical origin of the observed disk …
infrared from the OSUBGS sample, and try to explain the physical origin of the observed disk …
Signal-specialized parameterization
To reduce memory requirements for texture map** a model, we build a surface
parametrization specialized to its signal (such as color or normal). Intuitively, we want to …
parametrization specialized to its signal (such as color or normal). Intuitively, we want to …