Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Möller, Tomas | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2015-09-29T06:16:40Z | |
dc.date.available | 2015-09-29T06:16:40Z | |
dc.date.issued | 1996 | |
dc.identifier.citation | Journal of WSCG. 1996, vol. 4, no. 1-2, p. 209-216. | en |
dc.identifier.issn | 1213-6972 (print) | |
dc.identifier.issn | 1213-6980 (CD-ROM) | |
dc.identifier.issn | 1213-6964 (online) | |
dc.identifier.uri | http://wscg.zcu.cz/wscg1996/wscg96.htm#abs | |
dc.identifier.uri | http://hdl.handle.net/11025/16000 | |
dc.format | 8 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | Journal of WSCG | en |
dc.rights | © Václav Skala - UNION Agency | cs |
dc.subject | radiozita | cs |
dc.subject | mapování textur | cs |
dc.subject | virtuální realita | cs |
dc.title | Radiosity techniques for virtual reality - faster reconstruction and support for levels of detail | en |
dc.type | článek | cs |
dc.type | article | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.description.abstract-translated | We present a method, aimed at Virtual Reality (VR) applications with illumination calculated by radiosity, that provides faster reconstruction of the radiosity function of non-uniform rational B-splines (NURBS) and ultimate support for levels od detail, LODs. For each NURBS, an image, called an illumination map, which contains its illumination is computed. Since many target machines for VR-rendering has support for real-time texture mapping, the illumination map is texture mapped, using bilinear interpolation, onto the surface in order to reconstruct the radiosity function. We show that the polygon count, used when rendering, can be considerably reduced using our method. Also, by decoupling shading from geometry, our method supports LODs for VR in an ultimate way, since only one radiosity calculation is needed for every conceivable LOD. This also implies that the triangulation of surfaces could be altered, without recomputing the illuminaiton, in order to trade-off real-time rendering performance by surface approximation of the NURBS. We have also implemented the method in a real world application with excellent results. | en |
dc.subject.translated | radiosity | en |
dc.subject.translated | texture mapping | en |
dc.subject.translated | virtual reality | en |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | Volume 4, number 1-2 (1996) |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Moller_96.pdf | Plný text | 3,53 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/16000
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