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1SIGGRAPH 2004: Practical Real-Time Hair Rendering And Shading

Desxription from Leo Hourvitz site: http://www.stoneschool.com/Work/Siggraph/2004/index.html#RealTimeHairRendering Sketch: Practical Real-Time Hair Rendering and Shading  This sketch from ATI was about how the rendering Ruby's hair in their new "Ruby: The Double-Cross" demo. Frankly, I wasn't super-impressed with the hair in that demo (I think a lot of our Sims 2 hair looks better). The one thing that was kind of nice is the anisotropic hair shader they implemented, but in fact that still had it's limits because it caused them to use overscale hair follicles. Much of their sketch concerned an attempt to resolve polygon ordering; they hadn't thought of using the a-priori poly ordering we use on Sims 2 until the plane ride to the conference!

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2Real-Time Non-Photorealistic Rendering

Real-Time Nonphotorealistic Rendering. Nonphotorealistic rendering (NPR) can help make comprehensible but simple pictures of complicated objects by employing an economy of line. But current nonphotorealistic rendering is primarily a batch process.

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3GDC 2005: Sumanta Pattanaik - "Tone Reproduction In Real-Time Rendering Environments"

 

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4GDC 2016: Tim Foley - "From The Lab Bench: Real-Time Rendering Advances From NVIDIA Research (presented By NVIDIA)"

NVIDIA Research will present a collection of next-generation rendering techniques, including new directions in anti-aliasing, spectacular lighting, and shading languages.

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5NPSNET: Real-time Walkthrough And Rendering Of Urban Terrain

By

The focus of this thesis is performing walkthroughs of urban environments in real-time. This encompasses the environment both inside and outside the building, whereby a user can traverse the external virtual world and then enter any building and move throughout the interior. While inside the building, the user can see the exterior world via any windows present. The transition from one environment to the other is transparent to the user. The 2D terrain file used as source data is converted and rendered in 3D. This 3D representation of the model can then be used for Military Operations in Urban Terrain (MOUT) training. To help maintain the real-time response, new methods of visibility determination are used to lessen the overall polygon flow through the graphics pipeline. The radiosity lighting model is used for the walkthrough of building interiors

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6Ray Tracing Gems - High-Quality And Real-Time Rendering With DXR And Other APIs

This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

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7Real-time Rendering

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This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

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8Github.com-Morakito-Real-Time-Rendering-4th-CN_-_2023-11-24_02-17-38

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《Real-Time Rendering 4th》 (RTR4) 中文翻译 Real-Time-Rendering-4th-CN 《Real-Time Rendering 4th》 (RTR4) 中文翻译,非官方版本。 关于本书 英文名称:《Real-Time Rendering, Fourth Edition》 原作者:Tomas Akenine-Moller, Eric Haines, Naty Hoffman, Angelo Pesce, Michal lwanicki, Sebastien Hillaire 翻译者:Morakito 版本:v1.0 时间:2023.11.20 内容简介:本翻译版涵盖了RTR4中的第1章-第26章中的内容。附录内容详见在线网站,参考文献目录详见参考文献网站和参考文献合集,已涵盖勘误内容(截止到2023.10.30)。由于本人才疏学浅,翻译难免有误,望各位不吝惜指正。本翻译仅供交流学习,如有侵权,请联系删除。 相关链接 B站视频: https://www.bilibili.com/video/BV1UM411Z7g1 PDF文件: https://github.com/Morakito/Real-Time-Rendering-4th-CN/releases/tag/v1.0 源文件仓库: https://github.com/Morakito/Real-Time-Rendering-4th-CN 在线网站: https://www.realtimerendering.com 勘误网站: https://www.realtimerendering.com/corrigenda.html 参考文件网站: https://www.realtimerendering.com/refs.html 参考文献合集仓库: https://github.com/QianMo/Real-Time-Rendering-4th-Bibliography-Collection wolai文件: https://www.wolai.com/fkGSwxLu2pjWD7kiBY1V7W 序言 (下文来自毛星云的自序,共勉) All our dreams can come true, if we have thecourage to pursue them. 沃尔特·迪斯尼——我们所有的梦想都可以成真,只要我们有勇气去追求它们。 依稀记得那还是F4红遍大街小巷,满城都飘扬着《流星雨》的年代。 那个时候的电子游戏,无论是投币式的街机游戏,还是网吧里的《反恐精英》、《流星蝴蝶剑》、《仙剑奇侠传》、《星际争霸》、《帝国时代》等引领时代的游戏界的璀璨明珠,总能深深地吸引住每个纯真无邪孩童的心,绚烂的游戏画面总是让孩童们流连忘返。 那个时候,每次放学后唯一单纯的想法,就是悄悄溜到学校附近的网吧,和电脑游戏亲密接触。口袋里有邻花钱的时候就能玩上一会儿,没有零花钱的时候就痴痴地站在屏幕前面看别人操纵着荧幕前的剑侠闯荡世界。年少的我单纯地认为,游戏世界中存在着一个无比恢弘的世界,那是可以装下梦想的地方。应该是我对游戏的痴迷,对游戏开发梦想的虔诚,让我走向了研习游戏开发的这条道路。 还记得那个香樟树覆盖的夏天,年幼无知的我在一帮同学中吹牛说:我长大后,一定要自己开发出比这些还牛还要好玩的游戏。 现在想想,这几年走过的路途,真应了那句话,“现在的努力,都是为了小时候吹过的牛逼”。 这些年来,在学习游戏编程的道路上有过惊喜,有过坎坷,有过自豪,有过怅惘,走了不少弯路,也算是最终走上了正途,小有所成。于是,我单曲循环着五月天的《有些事情现在不做一辈子都不会做了》,打开Word,打开Visual Studio,把自己这么多年来的游戏开发经验和心得用文字凝聚起来,开始为大家写这本书。 而这么一写,就是一整年。 经过一年夙兴夜寐,终于,赶在22岁生日之前,近百万字的书稿随着一声响指而初具雏形。 “谨以此书献给父母,因养育之恩无以回报。谨以此书献给母校南京航空航天大学和乌克兰国立航空航天大学,因赐予我一颗不甘平庸、上下求索的心。谨以此书献给所有怀揣游戏开发梦想的人们,因为,你们不是一个人在战斗。” 当在书稿的开头写下这三个“谨以”的时候,我终于开始觉得,这一年的夜以继日,这一年的披星戴月,都是值得的。 然而,因为岁月积累的关系,这本书中渗透的编程思想或许不能和编程界中的泰斗们同日而语。但是,我可以捂着胸口问心无愧地说,我把这些年自己悟出来的关于游戏编程的学习方法和真知灼见,毫无保留地呈现给了大家。大家能看到的眼前的这些句子和代码,全都是经过一遍又一遍的深思熟虑,一遍又一遍的修改,然后小心谨慎地敲出来的。 详细研究过游戏编程的朋友们都应该有这样的共识:“中国人写的书水平上不去,外国人写的书水平有了,但是翻译得往往都强差人意,理解不了”。也许正是这个原因,国内游戏编程的入门门槛一直很高,DirectX一直被人们认为是很难学的。很多怀揣游戏开发梦想的热血青年们,信誓旦旦地开始着手学习游戏编程的时候,却被晦涩难懂的游戏编程教材拒之梦想门外,碰了一鼻子灰,从此和最初的梦想失之交臂。我想,这正是导致国产游戏业界的萎靡,国产游戏一直很难成长起来的原因之一。 在这样的环境的激励下,这本倾注我一年多心血的书出现了,它的创作初衷便是渴望能够改变这样的现状。 愿这本书,能帮到那些热爱游戏编程、怀揣游戏开发梦想,却苦于难以入门的人们,让他们少走弯路。 愿这本书,能为国产游戏、国产游戏引擎的崛起,开启一扇门,迎接新的黎明。 我有一个梦想,将来的某一天,大家都能玩到蕴含着中国上下五千年本土文化的优质游戏大作。 我有一个梦想,有一天,西游记能出ACT,让老外去体会中国文化西游记中”斗战胜佛”的打击快感,那一定比西方的动作巅峰之作《战神》、《鬼泣》更加深邃。 我有一个梦想,有一天,上海滩能出沙盒游戏,而不是玩《GTA》感受美国梦,亦或是玩着《热血无赖》体验国外公司强行塞给我们的“中国文化”。 我有一个梦想,有一天,不少3A大作不需要汉化,因为是我们自己的游戏,配音是中文,文化也是中国的。 我有一个梦想,将来的某一天,国产游戏能像中国的其他产业一样,以一个领跑者的姿态,面对全世界,面对全宇宙,器宇轩昂,扬眉吐气。 这会是由我们一起去完成的梦想。 我等着我们的好消息。 浅墨 2013年5月于乌克兰 希望我们可以一起努力,翻过那座山。 To restore the repository download the bundle wget https://archive.org/download/github.com-Morakito-Real-Time-Rendering-4th-CN_-_2023-11-24_02-17-38/Morakito-Real-Time-Rendering-4th-CN_-_2023-11-24_02-17-38.bundle and run: git clone Morakito-Real-Time-Rendering-4th-CN_-_2023-11-24_02-17-38.bundle Source: https://github.com/Morakito/Real-Time-Rendering-4th-CN Uploader: Morakito Upload date: 2023-11-24

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9Microsoft Research Video 104041: Wavelets In Real-time Rendering

By

When we look at the world, we see objects, or more precisely, we perceive the ‘instant imaging’ of these objects which are actively interacting with the dynamic lighting environment. There are various practical reasons for us to simulate these lighting effects, especially at interactive frame rates. For example, 3D games, training and simulation, electronic commerce, and Hollywood are actively demanding for faster and better synthesizing systems. Many researchers study these problem, but only a few study glossy dynamic objects. We are considering this problem by reducing it to a couple of rather basic mathematical problems — efficiently computing multi-function product and product integral. By projecting operand functions into the transformed domain, and exploiting the orthogonal property of wavelet filters, we propose a novel Generalized Haar Integral Coefficient Theorem. Theoretical results enable us to develop a set of efficient algorithms to synthesize novel all-frequency lighting effects at interactive frame rates. We believe our approach can be leveraged to characterize the natural lighting process, such as in efficiently representing the intermediate light transport of ‘natural’ objects. The results can be further integrated into modern synthesizing systems to improve the quality of the simulated imaginaries. ©2007 Microsoft Corporation. All rights reserved.

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10GDC 2005: Dan Baker - "Advanced Real-Time Rendering: Beyond Reflectance"

 

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11Microsoft Research Audio 104041: Wavelets In Real-time Rendering

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When we look at the world, we see objects, or more precisely, we perceive the ‘instant imaging’ of these objects which are actively interacting with the dynamic lighting environment. There are various practical reasons for us to simulate these lighting effects, especially at interactive frame rates. For example, 3D games, training and simulation, electronic commerce, and Hollywood are actively demanding for faster and better synthesizing systems. Many researchers study these problem, but only a few study glossy dynamic objects. We are considering this problem by reducing it to a couple of rather basic mathematical problems — efficiently computing multi-function product and product integral. By projecting operand functions into the transformed domain, and exploiting the orthogonal property of wavelet filters, we propose a novel Generalized Haar Integral Coefficient Theorem. Theoretical results enable us to develop a set of efficient algorithms to synthesize novel all-frequency lighting effects at interactive frame rates. We believe our approach can be leveraged to characterize the natural lighting process, such as in efficiently representing the intermediate light transport of ‘natural’ objects. The results can be further integrated into modern synthesizing systems to improve the quality of the simulated imaginaries. ©2007 Microsoft Corporation. All rights reserved.

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12Ray Tracing Gems : High-quality And Real-time Rendering With DXR And Other APIs

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When we look at the world, we see objects, or more precisely, we perceive the ‘instant imaging’ of these objects which are actively interacting with the dynamic lighting environment. There are various practical reasons for us to simulate these lighting effects, especially at interactive frame rates. For example, 3D games, training and simulation, electronic commerce, and Hollywood are actively demanding for faster and better synthesizing systems. Many researchers study these problem, but only a few study glossy dynamic objects. We are considering this problem by reducing it to a couple of rather basic mathematical problems — efficiently computing multi-function product and product integral. By projecting operand functions into the transformed domain, and exploiting the orthogonal property of wavelet filters, we propose a novel Generalized Haar Integral Coefficient Theorem. Theoretical results enable us to develop a set of efficient algorithms to synthesize novel all-frequency lighting effects at interactive frame rates. We believe our approach can be leveraged to characterize the natural lighting process, such as in efficiently representing the intermediate light transport of ‘natural’ objects. The results can be further integrated into modern synthesizing systems to improve the quality of the simulated imaginaries. ©2007 Microsoft Corporation. All rights reserved.

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The book is available for download in "texts" format, the size of the file-s is: 512.37 Mbs, the file-s for this book were downloaded 490 times, the file-s went public at Fri Aug 06 2021.

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13Real-time Rendering : Computer Graphics With Control Engineering

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When we look at the world, we see objects, or more precisely, we perceive the ‘instant imaging’ of these objects which are actively interacting with the dynamic lighting environment. There are various practical reasons for us to simulate these lighting effects, especially at interactive frame rates. For example, 3D games, training and simulation, electronic commerce, and Hollywood are actively demanding for faster and better synthesizing systems. Many researchers study these problem, but only a few study glossy dynamic objects. We are considering this problem by reducing it to a couple of rather basic mathematical problems — efficiently computing multi-function product and product integral. By projecting operand functions into the transformed domain, and exploiting the orthogonal property of wavelet filters, we propose a novel Generalized Haar Integral Coefficient Theorem. Theoretical results enable us to develop a set of efficient algorithms to synthesize novel all-frequency lighting effects at interactive frame rates. We believe our approach can be leveraged to characterize the natural lighting process, such as in efficiently representing the intermediate light transport of ‘natural’ objects. The results can be further integrated into modern synthesizing systems to improve the quality of the simulated imaginaries. ©2007 Microsoft Corporation. All rights reserved.

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14A Distributed GPU-based Framework For Real-time 3D Volume Rendering Of Large Astronomical Data Cubes

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We present a framework to interactively volume-render three-dimensional data cubes using distributed ray-casting and volume bricking over a cluster of workstations powered by one or more graphics processing units (GPUs) and a multi-core CPU. The main design target for this framework is to provide an in-core visualization solution able to provide three-dimensional interactive views of terabyte-sized data cubes. We tested the presented framework using a computing cluster comprising 64 nodes with a total of 128 GPUs. The framework proved to be scalable to render a 204 GB data cube with an average of 30 frames per second. Our performance analyses also compare between using NVIDIA Tesla 1060 and 2050 GPU architectures and the effect of increasing the visualization output resolution on the rendering performance. Although our initial focus, and the examples presented in this work, is volume rendering of spectral data cubes from radio astronomy, we contend that our approach has applicability to other disciplines where close to real-time volume rendering of terabyte-order 3D data sets is a requirement.

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153D Games, Volume 1: Real Time Rendering And Software Technology CDROM

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Accompanying CDROM for 3D Games, Volume 1: Real Time Rendering And Software Technology. Includes FLY3D SDK and Fly3D Engine

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16Chapter Progettazione Di Un Percorso Museale In Ambiente BIM Attraverso Applicazioni Di Real-Time Rendering

Accompanying CDROM for 3D Games, Volume 1: Real Time Rendering And Software Technology. Includes FLY3D SDK and Fly3D Engine

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17Real-time Adaptive Prediction Method For Smooth Haptic Rendering

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In this paper, we propose a real-time adaptive prediction method to calculate smooth and accurate haptic feedback in complex scenarios. Smooth haptic feedback is an important task for haptic rendering with complex virtual objects. However, commonly the update rate of the haptic rendering may drop down during multi-point contact in complex scenarios because high computational cost is required for collision detection and physically-based dynamic simulation. If the haptic rendering is done at a lower update rate, it may cause discontinuous or instable force/torque feedback. Therefore, to implement smooth and accurate haptic rendering, the update rate of force/torque calculation should be kept in a high and constant frequency. In the proposed method, the auto-regressive model with real-time coefficients update is proposed to predict interactive forces/torques during the physical simulation. In addition, we introduce a spline function to dynamically interpolate smooth forces/torques in haptic display according to the update rate of physical simulation. In the experiments, we show the feasibility of the proposed method and compare its performance with other methods and algorithms. The result shows that the proposed method can provide smooth and accurate haptic force feedback at a high update rate for complex scenarios.

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18Ray Tracing Gems II - Next Generation Real-Time Rendering With DXR, Vulkan, And OptiX

"The digital version of this book is available now for free – with the print version following very soon! This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You'll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing) High performance graphics for 3D graphics, virtual reality, animation, and more Who This Book Is For: Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines."

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19High Dynamic Range Rendering In Real-Time

"The digital version of this book is available now for free – with the print version following very soon! This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You'll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing) High performance graphics for 3D graphics, virtual reality, animation, and more Who This Book Is For: Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines."

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203D Games : Real-time Rendering And Software Technology

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"The digital version of this book is available now for free – with the print version following very soon! This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You'll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing) High performance graphics for 3D graphics, virtual reality, animation, and more Who This Book Is For: Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines."

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21GDC 2007: Bruce Oberg - "3D In 3D: Rendering Anaglyph Stereographics In Real-time"

This presentation covers the technical details for implementing anaglyph (red/cyan) stereographic images in real-time. Besides covering the basics of stereo photography, the talk also digs deep into the myriad of small issues that can mar stereographic images that are rendered in real-time for consumer display hardware.

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22DTIC ADA201085: Near Real-Time CSG (Constructive Solid Geometry) Rendering Using Tree Normalization And Geometric Pruning

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Described is a set of algorithms for efficiently rendering a CSG- defined objective directly into a frame buffer without converting first to a boundary representation. The method requires only that the frame buffer contain sufficient memory to hold two color values, two z values, and three one-bit flags. The algorithm first converts the CSG tree to a normalized form that is analogous to the sum-of-products form for boolean switching functions. Expanding on results previously reported the authors, introduce 1) an improved algorithm for converting a CSG expression to sum-of-products form, 2) a technique for minimizing the tree using don't care conditions based on geometry, 3) the dynamic interleaving of the above two algorithms, allowing very efficient rendering for most CSG objects, 4) a method for extending the technique to non- convex primitives, and 5) an implementation of these ideas in an interactive CSG design system on Pixelplanes 4. In this system the designer directly manipulates the CSG structure while continuously viewing the color rendering of the object under design. It is believed these algorithms will attain similar speeds on many of the next generation high-performance graphics system that have frame buffers with many bits per pixel.

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23NPSNET: Real-time Walkthrough And Rendering Of Urban Terrain

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Described is a set of algorithms for efficiently rendering a CSG- defined objective directly into a frame buffer without converting first to a boundary representation. The method requires only that the frame buffer contain sufficient memory to hold two color values, two z values, and three one-bit flags. The algorithm first converts the CSG tree to a normalized form that is analogous to the sum-of-products form for boolean switching functions. Expanding on results previously reported the authors, introduce 1) an improved algorithm for converting a CSG expression to sum-of-products form, 2) a technique for minimizing the tree using don't care conditions based on geometry, 3) the dynamic interleaving of the above two algorithms, allowing very efficient rendering for most CSG objects, 4) a method for extending the technique to non- convex primitives, and 5) an implementation of these ideas in an interactive CSG design system on Pixelplanes 4. In this system the designer directly manipulates the CSG structure while continuously viewing the color rendering of the object under design. It is believed these algorithms will attain similar speeds on many of the next generation high-performance graphics system that have frame buffers with many bits per pixel.

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24NPSNET: Real-time Walkthrough And Rendering Of Urban Terrain

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Thesis advisor(s): Michael J. Zyda ; David R. Pratt

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253D Games - Real-time Rendering & Software Technology

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26Real-time Rendering

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27DTIC ADA271743: NPSNET: Real-Time Walkthrough And Rendering Of Urban Terrain

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The focus of this thesis is performing walkthroughs of urban environments in real-time. This encompasses the environment both inside and outside the building, whereby a user can traverse the external virtual world and then enter any building and move throughout the interior. While inside the building, the user can see the exterior world via any windows present. The transition from one environment to the other is transparent to the user. The 2D terrain file used as source data is converted and rendered in 3D. This 3D representation of the model can then be used for Military Operations in Urban Terrain (MOUT) training. To help maintain the real-time response, new methods of visibility determination are used to lessen the overall polygon flow through the graphics pipeline. The radiosity lighting model is used for the walkthrough of building interiors.

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28Ray Tracing Gems II: Next Generation Real-Time Rendering With DXR, Vulkan, And OptiX

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The focus of this thesis is performing walkthroughs of urban environments in real-time. This encompasses the environment both inside and outside the building, whereby a user can traverse the external virtual world and then enter any building and move throughout the interior. While inside the building, the user can see the exterior world via any windows present. The transition from one environment to the other is transparent to the user. The 2D terrain file used as source data is converted and rendered in 3D. This 3D representation of the model can then be used for Military Operations in Urban Terrain (MOUT) training. To help maintain the real-time response, new methods of visibility determination are used to lessen the overall polygon flow through the graphics pipeline. The radiosity lighting model is used for the walkthrough of building interiors.

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29Tweakers / 3683 / Unlimited Detail Real-Time Rendering Technology Preview 2011

The focus of this thesis is performing walkthroughs of urban environments in real-time. This encompasses the environment both inside and outside the building, whereby a user can traverse the external virtual world and then enter any building and move throughout the interior. While inside the building, the user can see the exterior world via any windows present. The transition from one environment to the other is transparent to the user. The 2D terrain file used as source data is converted and rendered in 3D. This 3D representation of the model can then be used for Military Operations in Urban Terrain (MOUT) training. To help maintain the real-time response, new methods of visibility determination are used to lessen the overall polygon flow through the graphics pipeline. The radiosity lighting model is used for the walkthrough of building interiors.

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