Academic literature on the topic 'Rendering Algorithm'

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Journal articles on the topic "Rendering Algorithm"

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Pan, Zhigeng, Kun Zhou, and Jiaoying Shi. "Real-Time Rendering Algorithm Based On Hybrid Static And Dynamic Simplification Methods." International Journal of Virtual Reality 5, no. 1 (January 1, 2001): 117–32. http://dx.doi.org/10.20870/ijvr.2001.5.1.2674.

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Level of detail (LoD) method is a key technique for real-time rendering. The generation algorithms of LoD models may be divided into two categories: static or view-independent algorithms and dynamic or view-dependent algorithms, each has its own advantages and drawbacks. This paper presents a new realtime rendering algorithm incorporating both of the two kinds. We simplify polygonal models viewindependently according to a user-specified approximation error first. Then the simplified models are used in a view-dependent real-time rendering algorithm. The paper presents a new view-dependent realtime mesh simplification algorithm. The algorithm can produce simplified models in real time while controlling the rendering pixel error. Examples illustrate efficiency of the algorithm.
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Li, Da Jin. "Real-Time Rendering for Large-Scale Underground Mine Scene." Applied Mechanics and Materials 336-338 (July 2013): 1374–78. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1374.

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A virtual mine system involves masses of laneways and machinery with great number of model data, which restricts rendering speed seriously. In this paper, a rendering algorithm specially developed for virtual underground scenes is proposed. This algorithm considered each laneway as a visible area and applies the cuboid bounding boxes of laneways for the cameras inside-outside testing to determine the cameras position, consequently determined the visible regions and exclude invisible laneways as rendering. To decrease the calculations of inside-outside testing, octree was employed to reduce the detection scope. The experiment results indicated this algorithm was capable of substantially reducing rendering objects and had the obviously faster rendering speed than the conventional rendering acceleration algorithms.
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Wang, Huadeng, Guang Xu, Xipeng Pan, Zhenbing Liu, Rushi Lan, and Xiaonan Luo. "A Novel Ray-Casting Algorithm Using Dynamic Adaptive Sampling." Wireless Communications and Mobile Computing 2020 (October 13, 2020): 1–12. http://dx.doi.org/10.1155/2020/8822624.

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Ray-casting algorithm is an important volume rendering algorithm, which is widely used in medical image processing. Aiming to address the shortcomings of the current ray-casting algorithms in 3D reconstruction of medical images, such as slow rendering speed and low sampling efficiency, an improved algorithm based on dynamic adaptive sampling is proposed. By using the central difference gradient method, the corresponding sampling interval is obtained dynamically according to the different sampling points. Meanwhile, a new rendering operator is proposed based on the color value and opacity changes before and after the ray enters the volume element, and the resistance luminosity. Compared with the state of other algorithms, experimental results show that the method proposed in this paper has a faster rendering speed while ensuring the quality of the generated image.
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Liang, Chen, Nan Jiang, and Ya Wen Yu. "Optimization and Implementation of the Surface Rendering Algorithm." Advanced Materials Research 341-342 (September 2011): 152–57. http://dx.doi.org/10.4028/www.scientific.net/amr.341-342.152.

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Three-dimensional visualization of medical imaging technology uses two-dimensional medical image sequences to reconstruct three-dimensional model, providing the physician with intuitive, comprehensive, accurate information about the focus and normal tissues, is currently a hot research field of medicine. This essay makes a comparison between the two currently popular algorithms – surface rendering algorithm and volume rendering algorithm, with its focus on the introduction of MC algorithm, meanwhile achieves the integration of three types of improved MC algorithm, completes a high-precision, high-efficiency surface rendering process based on .MFC and OpenGL technologies.
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Blinn, J. F. "Backface culling snags (rendering algorithm)." IEEE Computer Graphics and Applications 13, no. 6 (November 1993): 94–97. http://dx.doi.org/10.1109/38.252595.

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Liu, Li Peng, Yong Xiong Sun, Tie Jun Guan, and Li Ping Huang. "Improved Rapid Interpolation Ray Casting Algorithm." Advanced Materials Research 846-847 (November 2013): 1247–51. http://dx.doi.org/10.4028/www.scientific.net/amr.846-847.1247.

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Ray casting algorithm is a kind of widely used volume rendering algorithm in the field of medical 3D reconstruction. One of the greatest advantages of it is the high rendering quality, while the rendering speed is rather low. In order to accelerate the rendering speed, in this paper, it proposed an accelerated ray casting algorithm which is based on the proximate cloud algorithm, combined with empty voxel leaping and fast interpolation. Meanwhile, it also analyzed the complexity of computing to significantly enhance the speed of the algorithm on volume rendering.
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van Overveld, C. W. A. M. "Integer algorithm for rendering curved surfaces." Computer-Aided Design 20, no. 4 (May 1988): 197–211. http://dx.doi.org/10.1016/0010-4485(88)90277-1.

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Hong, Zhi Guo, Yong Bin Wang, and Min Yong Shi. "A Performance-Based Policy for Job Assignment under Distributed Rendering Environments." Applied Mechanics and Materials 543-547 (March 2014): 2949–52. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.2949.

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Based on the characteristics of rendering phase, a performance-based policy for job assignment under Distributed Rendering Environments (DREs) is proposed. Firstly, a method of evaluating rendering nodes is designed by taking CPU ratio, RAM size, CPU occupation, RAM usage into account. Furthermore, the corresponding algorithm of job assignment for dividing rendering tasks into sub-tasks on available rendering nodes is presented. Whats more, this algorithms correctness is validated by three groups of experiments thereby which offers quantitative guide for optimal job assignment of rendering.
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COLLOMOSSE, J. P., and P. M. HALL. "SALIENCE-ADAPTIVE PAINTERLY RENDERING USING GENETIC SEARCH." International Journal on Artificial Intelligence Tools 15, no. 04 (August 2006): 551–75. http://dx.doi.org/10.1142/s0218213006002813.

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We present a new non-photorealistic rendering (NPR) algorithm for rendering photographs in an impasto painterly style. We observe that most existing image-based NPR algorithms operate in a spatially local manner, typically as non-linear image filters seeking to preserve edges and other high-frequency content. By contrast, we argue that figurative artworks are salience maps, and develop a novel painting algorithm that uses a genetic algorithm (GA) to search the space of possible paintings for a given image, so approaching an "optimal" artwork in which salient detail is conserved and non-salient detail is attenuated. Differential rendering styles are also possible by varying stroke style according to the classification of salient artifacts encountered, for example edges or ridges. We demonstrate the results of our technique on a wide range of images, illustrating both the improved control over level of detail due to our salience adaptive painting approach, and the benefits gained by subsequent relaxation of the painting using the GA.
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Beeson, Brett, David G. Barnes, and Paul D. Bourke. "A Distributed Data Implementation of the Perspective Shear-Warp Volume Rendering Algorithm for Visualisation of Large Astronomical Cubes." Publications of the Astronomical Society of Australia 20, no. 3 (2003): 300–313. http://dx.doi.org/10.1071/as03039.

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AbstractWe describe the first distributed data implementation of the perspective shear-warp volume rendering algorithm and explore its applications to large astronomical data cubes and simulation realisations. Our system distributes sub-volumes of 3-dimensional images to leaf nodes of a Beowulf-class cluster, where the rendering takes place. Junction nodes composite the sub-volume renderings together and pass the combined images upwards for further compositing or display. We demonstrate that our system out-performs other software solutions and can render a 'worst-case' 512 × 512 × 512 data volume in less than four seconds using 16 rendering and 15 compositing nodes. Our system also performs very well compared with much more expensive hardware systems. With appropriate commodity hardware, such as Swinburne's Virtual Reality Theatre or a 3Dlabs Wildcat graphics card, stereoscopic display is possible.
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Dissertations / Theses on the topic "Rendering Algorithm"

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Ewins, Jon Peter. "Algorithm design and 3D computer graphics rendering." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310664.

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3D Computer graphics is becoming an almost ubiquitous part of the world in which we live. being present in art. entertainment. advertising. CAD. training and education. scientific visualisation and with the growth of the internet. in e-commerce and communication. This thesis encompasses two areas of study: The design of algorithms for high quality. real-time 3D computer graphics rendering hardware and the methodology and means for achieving this. When investigating new algorithms and their implementation in hardware. it is important to have a thorough understanding of their operation. both individually and in the context of an entire architecture. It is helpful to be able to model different algorithmic variations rapidly and experiment with them interchangeably. This thesis begins with a description of software based modelling techniques for the rapid investigation of algorithms for 3D computer graphics within the context of a C++ prototyping environment. Recent tremendous increases in the rendering performance of graphics hardware have been shadowed by corresponding advancements in the accuracy of the algorithms accelerated. Significantly. these improvements have led to a decline in tolerance towards rendering artefacts. Algorithms for the effective and efficient implementation of high quality texture filtering and edge antialiasing form the focus of the algorithm research described in this thesis. Alternative algorithms for real-time texture filtering are presented in terms of their computational cost and performance. culminating in the design of a low cost implementation for higher quality anisotropic texture filtering. Algorithms for edge antialiasing are reviewed. with the emphasis placed upon area sampling solutions. A modified A-buffer algorithm is presented that uses novel techniques to provide: efficient fragment storage; support for multiple intersecting transparent surfaces; and improved filtering quality through an extendable and weighted filter support from a single highly optimised lookup table.
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sun, weifeng. "WAVELETS IN REAL-TIME RENDERING." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4026.

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Interactively simulating visual appearance of natural objects under natural illumination is a fundamental problem in computer graphics. 3D computer games, geometry modeling, training and simulation, electronic commerce, visualization, lighting design, digital libraries, geographical information systems, economic and medical image processing are typical candidate applications. Recent advances in graphics hardware have enabled real-time rasterization of complex scenes under artificial lighting environment. Meanwhile, pre-computation based soft shadow algorithms are proven effective under low-frequency lighting environment. Under the most practical yet popular all-frequency natural lighting environment, however, real-time rendering of dynamic scenes still remains a challenging problem. In this dissertation, we propose a systematic approach to render dynamic glossy objects under the general all-frequency lighting environment. In our framework, lighting integration is reduced to two rather basic mathematical operations, efficiently computing multi-function product and product integral. The main contribution of our work is a novel mathematical representation and analysis of multi-function product and product integral in the wavelet domain. We show that, multi-function product integral in the primal is equivalent to summation of the product of basis coefficients and integral coefficients. In the dissertation, we give a novel Generalized Haar Integral Coefficient Theorem. We also present a set of efficient algorithms to compute multi-function product and product integral. In the dissertation, we demonstrate practical applications of these algorithms in the interactive rendering of dynamic glossy objects under distant time-variant all-frequency environment lighting with arbitrary view conditions. At each vertex, the shading integral is formulated as the product integral of multiple operand functions. By approximating operand functions in the wavelet domain, we demonstrate rendering dynamic glossy scenes interactively, which is orders of magnitude faster than previous work. As an important enhancement to the popular Pre-computation Based Radiance Transfer (PRT) approach, we present a novel Just-in-time Radiance Transfer (JRT) technique, and demonstrate its application in real-time realistic rendering of dynamic all-frequency shadows under general lighting environment. Our work is a significant step towards real-time rendering of arbitrary scenes under general lighting environment. It is also of great importance to general numerical analysis and signal processing.
Ph.D.
Other
Engineering and Computer Science
Computer Science
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Xiong, Rebecca Wen Fei. "A stratified rendering algorithm for virtual walkthroughs of large environments." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/40233.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.
Includes bibliographical references (p. 73-74).
by Rebecca Wen Fei Xiong.
M.S.
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Srivastava, Mayank. "Implementation and Evaluation of a Multiple-Points Haptic Rendering Algorithm." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1181049930.

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Ramswamy, Lakshmy. "PARZSweep a novel parallel algorithm for volume rendering of regular datasets /." Master's thesis, Mississippi State : Mississippi State University, 2003. http://library.msstate.edu/etd/show.asp?etd=etd-04012003-140443.

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Stewart, Nigel Timothy, and nigels@nigels com. "An Image-Space Algorithm for Hardware-Based Rendering of Constructive Solid Geometry." RMIT University. Aerospace, Mechanical and Manufacturing Engineering, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080721.144757.

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A new approach to image-space hardware-based rendering of Constructive Solid Geometry (CSG) models is presented. The work is motivated by the evolving functionality and performance of computer graphics hardware. This work is also motivated by a specific industrial application --- interactive verification of five axis grinding machine tool programs. The goal is to minimise the amount of time required to render each frame in an animation or interactive application involving boolean combinations of three dimensional shapes. The Sequenced Convex Subtraction (SCS) algorithm utilises sequenced subtraction of convex objects for the purpose of interactive CSG rendering. Concave shapes must be decomposed into convex shapes for the purpose of rendering. The length of Permutation Embedding Sequences (PESs) used as subtraction sequences are shown to have a quadratic lower bound. In many situations shorter sequences can be used, in the best case linear. Approaches to s ubtraction sequence encoding are presented including the use of object-space overlap information. The implementation of the algorithm is experimentally shown to perform better on modern commodity graphics hardware than previously reported methods. This work also examines performance aspects of the SCS algorithm itself. Overall performance depends on hardware characteristics, the number and spatial arrangement of primitives, and the structure and boolean operators of the CSG tree.
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Andersson, Michael. "Real-time rendering of large terrains using algorithms for continuous level of detail." Thesis, University of Skövde, Department of Computer Science, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-638.

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Three-dimensional computer graphics enjoys a wide range of applications of which games and movies are only few examples. By incorporating three-dimensional computer graphics in to a simulator the simulator is able to provide the operator with visual feedback during a simulation. Simulators come in many different flavors where flight and radar simulators are two types in which three-dimensional rendering of large terrains constitutes a central component.

Ericsson Microwave Systems (EMW) in Skövde is searching for an algorithm that (a) can handle terrain data that is larger than physical memory and (b) has an adjustable error metric that can be used to reduce terrain detail level if an increase in load on other critical parts of the system is observed. The aim of this paper is to identify and evaluate existing algorithms for terrain rendering in order to find those that meet EMW: s requirements. The objectives are to (i) perform a literature survey over existing algorithms, (ii) implement these algorithms and (iii) develop a test environment in which these algorithms can be evaluated form a performance perspective.

The literature survey revealed that the algorithm developed by Lindstrom and Pascucci (2001) is the only algorithm of those examined that succeeded to fulfill the requirements without modifications or extra software. This algorithm uses memory-mapped files to be able to handle terrain data larger that physical memory and focuses on how terrain data should be laid out on disk in order to minimize the number of page faults. Testing of this algorithm on specified test architecture show that the error metric used could be adjusted to effectively control the terrains level of detail leading to a substantial increase in performance. The results also reveal the need for both view frustum culling as well a level of detail algorithm to achieve fast display rates of large terrains. Further the results also show the importance of how terrain data is laid out on disk especially when physical memory is limited.

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Johnson, Jared. "Algorithms for Rendering Optimization." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5329.

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This dissertation explores algorithms for rendering optimization realizable within a modern, complex rendering engine. The first part contains optimized rendering algorithms for ray tracing. Ray tracing algorithms typically provide properties of simplicity and robustness that are highly desirable in computer graphics. We offer several novel contributions to the problem of interactive ray tracing of complex lighting environments. We focus on the problem of maintaining interactivity as both geometric and lighting complexity grows without effecting the simplicity or robustness of ray tracing. First, we present a new algorithm called occlusion caching for accelerating the calculation of direct lighting from many light sources. We cache light visibility information sparsely across a scene. When rendering direct lighting for all pixels in a frame, we combine cached lighting information to determine whether or not shadow rays are needed. Since light visibility and scene location are highly correlated, our approach precludes the need for most shadow rays. Second, we present improvements to the irradiance caching algorithm. Here we demonstrate a new elliptical cache point spacing heuristic that reduces the number of cache points required by taking into account the direction of irradiance gradients. We also accelerate irradiance caching by efficiently and intuitively coupling it with occlusion caching. In the second part of this dissertation, we present optimizations to rendering algorithms for participating media. Specifically, we explore the implementation and use of photon beams as an efficient, intuitive artistic primitive. We detail our implementation of the photon beams algorithm into PhotoRealistic RenderMan (PRMan). We show how our implementation maintains the benefits of the industry standard Reyes rendering pipeline, with proper motion blur and depth of field. We detail an automatic photon beam generation algorithm, utilizing PRMan shadow maps. We accelerate the rendering of camera-facing photon beams by utilizing Gaussian quadrature for path integrals in place of ray marching. Our optimized implementation allows for incredible versatility and intuitiveness in artistic control of volumetric lighting effects. Finally, we demonstrate the usefulness of photon beams as artistic primitives by detailing their use in a feature-length animated film.
Ph.D.
Doctorate
Computer Science
Engineering and Computer Science
Computer Science
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Chen, Haixin. "Fast volume rendering and deformation algorithms." [S.l. : s.n.], 2001. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB9590689.

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Nimscheck, Uwe Michael. "Rendering for free form deformations." Thesis, University of Cambridge, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364275.

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Books on the topic "Rendering Algorithm"

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Theoharis, Athan G. Algorithms for parallel polygon rendering. Berlin: Springer-Verlag, 1989.

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Theoharis, T., ed. Algorithms for Parallel Polygon Rendering. Berlin, Heidelberg: Springer Berlin Heidelberg, 1989. http://dx.doi.org/10.1007/3-540-51394-9.

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Theoharis, T. Algorithms for parallel polygon rendering. Berlin: Springer-Verlag, 1989.

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Thomas, Crockett, Hansen Charles D, Whitman Scott, IEEE Computer Society, and SIGGRAPH, eds. 1993 Parallel Rendering Symposium: Proceedings, San Jose, California, October 25-26, 1993. New York: Association for Computing Machinery, 1993.

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Tobias, Orloff, Langley Research Center, and Institute for Computer Applications in Science and Engineering., eds. A parallel rendering algorithm for MIMD architectures. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1991.

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Ewins, Jon P. Algorithm design for 3D computer graphics rendering. 2000.

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United States. National Aeronautics and Space Administration., ed. Feed-forward volume rendering algorithm for moderately parallel MIMD machines. [Washington, DC]: National Aeronautics and Space Administration, 1993.

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United States. National Aeronautics and Space Administration., ed. Feed-forward volume rendering algorithm for moderately parallel MIMD machines. [Washington, DC]: National Aeronautics and Space Administration, 1993.

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A data distributed parallel algorithm for ray-traced volume rendering. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1993.

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United States. National Aeronautics and Space Administration., ed. Feed-forward volume rendering algorithm for moderately parallel MIMD machines. [Washington, DC]: National Aeronautics and Space Administration, 1993.

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Book chapters on the topic "Rendering Algorithm"

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Lange, Brigitta, and Markus Beyer. "Rayvolution: An Evolutionary Ray Tracing Algorithm." In Photorealistic Rendering Techniques, 136–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 1995. http://dx.doi.org/10.1007/978-3-642-87825-1_10.

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Fischer, Matthias, Claudius Jähn, Friedhelm Meyer auf der Heide, and Ralf Petring. "Algorithm Engineering Aspects of Real-Time Rendering Algorithms." In Algorithm Engineering, 226–44. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-49487-6_7.

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Li, Lijie, Fengxia Li, and Tianyu Huang. "A Time-Controlling Terrain Rendering Algorithm." In Interactive Technologies and Sociotechnical Systems, 328–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11890881_36.

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Nitin Kumar, Sugandha Agarwal, and Rashmi Dubey. "Rendering Rigid Shadows Using Hybrid Algorithm." In Advances in Intelligent Systems and Computing, 673–86. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0448-3_56.

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Lee, Ho-Min, Christian Anthony L. Go, and Won-Hyung Lee. "A Frustum-Based Ocean Rendering Algorithm." In Agent Computing and Multi-Agent Systems, 584–89. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11802372_63.

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Fernandes, Carlos M., Antonio M. Mora, Juan Julián Merelo, and Agostinho C. Rosa. "Photorealistic Rendering with an Ant Algorithm." In Studies in Computational Intelligence, 63–77. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-11271-8_5.

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Tzafestas, S. G., and J. Pantazopoulos. "An Efficient Algorithm for Rendering Parametric Curves." In Advances in Intelligent Systems, 357–64. Dordrecht: Springer Netherlands, 1999. http://dx.doi.org/10.1007/978-94-011-4840-5_32.

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Laramee, Robert S., and R. Daniel Bergeron. "An Isosurface Continuity Algorithm for Super Adaptive Resolution Data *." In Advances in Modelling, Animation and Rendering, 215–37. London: Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0103-1_14.

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Gatenby, Neil, and Terry Hewitt. "Radiosity in Computer Graphics: A Proposed Alternative to the Hemi-cube Algorithm." In Photorealistic Rendering in Computer Graphics, 104–11. Berlin, Heidelberg: Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/978-3-642-57963-9_11.

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Cha, Jeong Seob, Young Sup Park, and Kyung Hyun Yoon. "A Directional Stroke Generation Algorithm for Painterly Rendering." In Computational Science and Its Applications — ICCSA 2003, 326–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/3-540-44842-x_34.

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Conference papers on the topic "Rendering Algorithm"

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Polok, L., R. Barton, P. Chudy, P. Krsek, P. Smrz, and D. Petr. "Terrain rendering algorithm performance analysis." In 2012 IEEE/AIAA 31st Digital Avionics Systems Conference (DASC). IEEE, 2012. http://dx.doi.org/10.1109/dasc.2012.6382297.

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Polok, L., R. Barton, P. Chudy, P. Smrz, P. Krsek, and P. Dittrich. "Terrain rendering algorithm performance analysis." In 2012 IEEE/AIAA 31st Digital Avionics Systems Conference (DASC). IEEE, 2012. http://dx.doi.org/10.1109/dasc.2012.6382971.

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Chen, Zhanfang, Guoyu Zhang, and Xiaopeng Zhang. "Research and Realization of a Volume Rendering Algorithm Based on Shear-Warp Volume Rendering Algorithm." In 2009 International Conference on Computational Intelligence and Software Engineering. IEEE, 2009. http://dx.doi.org/10.1109/cise.2009.5364564.

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Cao, Wei, Lin Huang, Yunfeng Hu, Duanyang Xu, Hongyan Ren, and Junxing Yang. "An Improved Algorithm for Terrain Rendering." In IGARSS 2019 - 2019 IEEE International Geoscience and Remote Sensing Symposium. IEEE, 2019. http://dx.doi.org/10.1109/igarss.2019.8898007.

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Wang, Pan, Huahai Liu, Sikun Li, Liang Zeng, and Xun Cai. "Multi-GPU Compositeless Parallel Rendering Algorithm." In 2011 12th International Conference on Computer-Aided Design and Computer Graphics (CAD/Graphics). IEEE, 2011. http://dx.doi.org/10.1109/cad/graphics.2011.66.

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Huo, Yi, Jingli Chen, Pengfei Zhang, and Xiaofang Xiao. "Motion vector based image rendering algorithm." In 2010 3rd International Congress on Image and Signal Processing (CISP). IEEE, 2010. http://dx.doi.org/10.1109/cisp.2010.5647261.

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Sjostrom, Marten, Peter Hardling, Linda S. Karlsson, and Roger Olsson. "Improved depth-image-based rendering algorithm." In 2011 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON 2011). IEEE, 2011. http://dx.doi.org/10.1109/3dtv.2011.5877183.

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Chao, Ming, and Wei Zhao. "An Efficient Algorithm for CSG Rendering." In ASME 1993 International Computers in Engineering Conference and Exposition. American Society of Mechanical Engineers, 1993. http://dx.doi.org/10.1115/cie1993-0029.

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Abstract CAD modelling encompasses many problems, from realistic rendering to process planning. This paper presents a new surface scanning algorithm for five typical primitives (block, sphere, cylinder, cone and torus). The algorithm is efficient and robust. The speed of scanning mainly depends on the 2D screen area on which the primitive surface casts, while back-face is eliminated before scanning. Since primitive surfaces are scanned from their algebraic definition, a compact database can be maintained. A new approach of utilising space-coherence to minimise the process time for point-membership classification is described.
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Palomo, Cesar, and Marcelo Gattass. "An efficient algorithm for depth image rendering." In the 9th ACM SIGGRAPH Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1900179.1900236.

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Qin Bo, Yao Shuran, and Xie Cui. "Interactive Dynamic Water Surface Fast Rendering Algorithm." In 2008 International Symposium on Information Science and Engineering (ISISE). IEEE, 2008. http://dx.doi.org/10.1109/isise.2008.203.

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Reports on the topic "Rendering Algorithm"

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Ohbuchi, Ryutarou, and Henry Fuchs. Incremental Volume Rendering Algorithm for Interactive 3D Ultrasound Imaging. Fort Belvoir, VA: Defense Technical Information Center, February 1991. http://dx.doi.org/10.21236/ada242048.

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Joy, K. Parallel algorithmic methods for volumetric rendering. Office of Scientific and Technical Information (OSTI), February 1990. http://dx.doi.org/10.2172/7184756.

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Neumann, Ulrich. Taxonomy and Algorithms for Volume Rendering on Multicomputers. Fort Belvoir, VA: Defense Technical Information Center, January 1990. http://dx.doi.org/10.21236/ada236632.

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