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dc.contributor.authorLoviscach, Jörn
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-04-19T12:58:24Z
dc.date.available2013-04-19T12:58:24Z
dc.date.issued2004
dc.identifier.citationJournal of WSCG. 2004, vol. 12, no. 1-3, p. 269-276.en
dc.identifier.issn1213-6972
dc.identifier.urihttp://wscg.zcu.cz/wscg2004/Papers_2004_Full/E61.pdf
dc.identifier.urihttp://hdl.handle.net/11025/1730
dc.description.abstract3D design software has since long employed graphics chips for low-quality real-time previewing. But their dramatically increased computing power now paves the way to accelerate the final high-quality rendering, too. While as yet only one major 3D software package offers a dedicated “hardware renderer” for final output, a small number of design applications can leverage the graphics card to support game creation: They display vertex and pixel shader effects in the same way as they appear on the game’s screen. We present an approach unifying the use of graphics cards for game design and for final rendering. It is implemented as a plug-in for Maxon Cinema 4D, a standard commercial software package for modelling, animation, and rendering. We examine which factors determine the performance of this solution and discuss corresponding improvements.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherUNION Agencycs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© UNION Agencycs
dc.subjectsoftware pro 3D designcs
dc.subjectvykreslovánícs
dc.subject3D grafický hardwarecs
dc.subjectobrazcs
dc.titleEmulating an offline renderer by 3D graphics hardwareen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translated3D design softwareen
dc.subject.translatedrenderingen
dc.subject.translated3D graphics hardwareen
dc.subject.translatedimageen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:Volume 12, number 1-3 (2004)

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