Journal articles on the topic 'Rendering Algorithm'

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1

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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8

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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10

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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11

Seng, De Wen, and Da Qing Li. "Fast Volume Rendering Techniques for 3D Reconstruction of Geological Objects." Applied Mechanics and Materials 182-183 (June 2012): 1343–46. http://dx.doi.org/10.4028/www.scientific.net/amm.182-183.1343.

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The procedure of volume rendering techniques is introduced. The principles and methods of two kinds of different volume rendering techniques of 3D spatial data are discussed. Application of Marching Cubes (MC) algorithm in the modeling of geological objects is given. This algorithm is modified and improved in several aspects. The asymptotic decider algorithm is employed to solve the ambiguity problem and oct-tree structure is used to reduce the number of polygons generated, which will increases the efficiency of the algorithm. The improved algorithm is applied to real geological data obtained from an iron mine in China. Real data derived from an iron mine of China demonstrates the effectiveness and efficiency of the system and the algorithms.
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Kolivand, Hoshang, and Mohd Shahrizal Sunar. "Hybrid Silhouette Detection for Real-Time Shadow Volume." International Journal of Virtual Reality 10, no. 4 (January 1, 2011): 43–51. http://dx.doi.org/10.20870/ijvr.2011.10.4.2828.

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In shadow volume, the most expensive computation is silhouette detection. In this paper, the triangular algorithm (TA) and visible-non-visible (VnV) algorithm that are famous algorithms to detect the outline of occluder are renewed. In this paper, we proposed a hybrid algorithm based on TA and VnV, namely Hybrid Silhouette Detection (HSD) algorithm. HSD is an improved algorithm that can recognize silhouette for generating real-time shadow volume. Our algorithm involves detecting silhouette and decreases the cost of implementation for shadow volume rendering. The last shadow volume algorithm using stencil buffer is rewritten and an algorithm for shadow volume using HSD with respect of culling invisible parts of scene is proposed. An accurate mathematical comparison between TA, VnV and HSD algorithms is undertaken. The obtained results confirm superiority of our proposed algorithm in terms of processing and rendering time. Our algorithm can be used in virtual environment to increase the frame
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13

Chen, Ling Xia, and Liang Xu. "The Method Research of Auto-Generating Engineering Geology Histogram Based on MapGIS." Applied Mechanics and Materials 246-247 (December 2012): 1003–6. http://dx.doi.org/10.4028/www.scientific.net/amm.246-247.1003.

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This thesis study on algorithms of auto-generating engineering geology histogram, For example: the hierarchy model of drilling histogram, rendering algorithm of lithologic columnar and the rendering algorithm column separator. MapGIS was secondary exploitation platformand , and Borland C++ Builder 6.0 was programming language. Through called MapGIS’ secondary exploitation components directly and used algorithms mentioned in this paper, engineering geology histograms was auto-generated. Being validated by practical engineering geology data, the software system not only runs steadily and generates plot rapidly, but also the result is exact, generating histograms is slinky and concordant.
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14

Kang, Suk-Ju. "Adaptive Weight Allocation-Based Subpixel Rendering Algorithm." IEEE Transactions on Circuits and Systems for Video Technology 24, no. 2 (February 2014): 224–29. http://dx.doi.org/10.1109/tcsvt.2013.2273655.

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CHAKRABORTY, UDAY K., HYUNG W. KANG, and PAUL P. WANG. "IMAGE-BASED PAINTERLY RENDERING BY EVOLUTIONARY ALGORITHM." New Mathematics and Natural Computation 03, no. 02 (July 2007): 239–57. http://dx.doi.org/10.1142/s1793005707000732.

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This paper presents an effective method based on genetic algorithm for optimizing the rendering quality in image-based painterly rendering. Based on a multi-level evolutionary approach, the proposed method produces, for a variety of input images, results that are better in a statistically significant way than previous methods.
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Attea, Bara'a Ali, Laylan Mohammad Rashid, and Wafaa Khazzal Shames. "Evolutionary algorithm for example-based painterly rendering." International Journal of Bio-Inspired Computation 2, no. 2 (2010): 132. http://dx.doi.org/10.1504/ijbic.2010.032129.

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Fu, Sheng, Hujun Bao, and Qunsheng Peng. "An accelerated rendering algorithm for stereoscopic display." Computers & Graphics 20, no. 2 (March 1996): 223–29. http://dx.doi.org/10.1016/0097-8493(95)00129-8.

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Zhang, MingMin, ZhiGeng Pan, JiaoYing Shi, Peng Wang, and QingFeng Mi. "A hybrid rendering algorithm for textile objects." Science in China Series F: Information Sciences 52, no. 3 (March 2009): 490–99. http://dx.doi.org/10.1007/s11432-009-0067-z.

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19

Wang, Tao, and Xue Dong Yang. "A sweeping algorithm for cluster hair rendering." Visual Computer 19, no. 2 (May 2003): 187–204. http://dx.doi.org/10.1007/s00371-003-0193-3.

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20

Anantakrishnan, Narayanan, and Les A. Piegl. "Integer subdivision algorithm for rendering NURBS curves." Visual Computer 8, no. 3 (May 1992): 149–61. http://dx.doi.org/10.1007/bf01902135.

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21

Sun, Jing, and Hong Tao Wang. "Research on Optimization and Application of LOD Algorithm in Virtual Reality Visualization of Terrain." Applied Mechanics and Materials 687-691 (November 2014): 1258–61. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1258.

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With the development of computer graphics, real-time rendering-based VF: technology has been applied in more and more fields. LOD is the key technology in large-scale terrain rendering. In this paper, the basic concept of LOD is introduced briefly and some algorithms of LOD in use are mentioned and analyzed; secondly as one of algorithms of LOD, View-Dependent Progressive Mesh algorithm is studied and improved, the result of implementing the large-scale terrain’s LOD by using VDPM is presented. There are key technologies in LOD Large-scale terrain real-time rendering are researched. Relative technologies are presented such as: LOD of the terrain, visibility culling, and cracks eliminate, view-dependent refine, LOD error, technologies of texture etc. Using LOD technology, VR system can greatly reduce the; number of polygons produced in real-time rendering procedure. Finally, we do experimental design work based on the methods and techniques presented by this paper.
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22

Xiao, Xiao Ping, Zi Sheng Li, and Wei Gong. "Rendering and Comparing Research of 3D Julia Sets Based on CPU/GPU." Advanced Materials Research 542-543 (June 2012): 1434–37. http://dx.doi.org/10.4028/www.scientific.net/amr.542-543.1434.

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Aiming at the problem that rendering 3D Julia sets on CPU is slowly, a method of rendering 3D Julia sets on GPU is presented in this paper. After introducing the advantages of GPU and the operations of quaternion, the generating process of 3D Julia sets is discussed in detail. Ray tracing volume rendering algorithm is applied to obtain high quality 3D Julia sets, and escaping time algorithm is used to generate the discreet data of Julia sets, of which normal is estimated according to the original of ray and accelerated by using unbounding sphere algorithm, and the graphics examples are given to illustrate this algorithm. Finally, the factors of affecting rendering speed and refined effect are summarized. The results show that the speed of 3D Julia sets rendering on GPU is much faster than CPU, and the interactivity of rendering process is also enhanced.
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Xu, Li, and Mao Zhen Liu. "Research on Scene Organize Algorithm Based on BVH with Dynamic Rendering Tree." Applied Mechanics and Materials 596 (July 2014): 370–73. http://dx.doi.org/10.4028/www.scientific.net/amm.596.370.

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: The real-time rendering of 3D scene need excellent algorithm to support scene management. After considering the algorithm complexity and scene scale factors, combining the advantages of Bounding Volume Hierarchy (BVH) and rendering tree in scene management, this paper puts forward a kind of scene organize algorithm, to solve the problem of render states redundant calculation when using BVH technology to solve the problem of deformable collision detection, by choosing the appropriate strategy of Hierarchy Bounding Volume tree construction and optimizing rendering tree of the scene. Experiments prove the proposed algorithm can effectively improve the rendering efficiency of 3D scene, enhance the visual effect.
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Ji, Dong Hai, Yan Jun Peng, and Wen Juan Wang. "A New Ray Casting Algorithm Based on an Adjustable Threshold and Error Controlling." Advanced Materials Research 811 (September 2013): 575–80. http://dx.doi.org/10.4028/www.scientific.net/amr.811.575.

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Volume rendering is an important visualization technique that can accurately display the interior information of data. The Ray-casting algorithm is simple and easy to realize, which often apply to area needs high quality resulting image. The new algorithm in this paper uses a spherical bounding box to remove useless rays, an adjustable threshold to skip the empty voxels and avoid unnecessary interpolation computing. To further accelerate the rendering speed, an adjustable error is set to change interpolation types. Experiment proves that the new algorithm effectively accelerates the rendering speed and guarantees the rendering quality.
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Xiang, Jian Jun, Fei Deng, and Tian Xin Ning. "The Research of the Hybrid Volume Rendering Algorithm Based on GPU Technology." Applied Mechanics and Materials 610 (August 2014): 722–28. http://dx.doi.org/10.4028/www.scientific.net/amm.610.722.

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Volume rendering is a kind of important technology of 3D data volume rendering, which can display the internal structures and the shapes of the data cubes more vividly than the surface rendering and the technique for surface extraction from a volume. However, volume rendering algorithm is very complex, in order to solve the efficient problem of volume rendering of massive data,this paper introduces the real-time volume rendering technology which is based on GPU acceleration, and puts forward a method of fast hybrid volume rendering based on FBO to solve the problem that the data and the conventional primitives can be rendered on the same screen. At present, this method has been applied to the three-dimensional geological interpretation of comprehensive mapping system, which realizes that the three-dimensional attribute body and stratigraphy, fault surface can be shown at the same time, and improves the quality and efficiency of the interpretation work.
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Kim, Han Suk, Didem Unat, Scott B. Baden, and Jürgen P. Schulze. "A new approach to interactive viewpoint selection for volume data sets." Information Visualization 12, no. 3-4 (February 25, 2013): 240–56. http://dx.doi.org/10.1177/1473871612467631.

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Automatic viewpoint selection algorithms try to optimize the view of a data set to best show its features. They are often based on information theoretic frameworks. Although many algorithms have shown useful results, they often take several seconds to produce a result because they render the scene from a variety of viewpoints and analyze the result. In this article, we propose a new algorithm for volume data sets that dramatically reduces the running time. Our entire algorithm takes less than a second, which allows it to be integrated into real-time volume-rendering applications. The interactive performance is achieved by solving a maximization problem with a small sample of the data set, instead of rendering it from a variety of directions. We compare performance results of our algorithm to state-of-the-art approaches and show that our algorithm achieves comparable results for the resulting viewpoints. Furthermore, we apply our algorithm to multichannel volume data sets.
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Yu, Wen Long, and Li Min Zhang. "Rendering Algorithm of the Sky Illumination Based on GPU." Applied Mechanics and Materials 241-244 (December 2012): 3071–74. http://dx.doi.org/10.4028/www.scientific.net/amm.241-244.3071.

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This paper proposed the algorithm of the sky color rendering based on the relationship between the height of viewpoint and the altitude of scattering point with atmospheric density after the study of atmospheric absorption and scattering and sky illumination simulation methods. The geometrical model of the sky dome and rotation and the sun location is presented. The rendering method based on GPU is designed. The results of experiment show that the rendering effect of the sky illumination based on this algorithm is realism.
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Xu, Ren Jie, Dong Ya Wu, and Yang Ming. "GPU-Based Rendering Method of Virtual Human Motion." Applied Mechanics and Materials 303-306 (February 2013): 1547–51. http://dx.doi.org/10.4028/www.scientific.net/amm.303-306.1547.

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This paper doing research on the technology of multiple virtual human’s rendering. With the problem of too much triangular patches needed to be rendering ,make improvement on the technology of instancing based on GPU and combinate the method of LOD, put forward the algorithm of large-scale animated virtual human rendering based on instancing. This algorithm reduces the communicating overhead between CPU and GPU, raises the efficiency of large-scale animated virtual human rendering.
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Johnson, Pamela T., Robert Schneider, Carolina Lugo-Fagundo, Michael B. Johnson, and Elliot K. Fishman. "MDCT Angiography With 3D Rendering: A Novel Cinematic Rendering Algorithm for Enhanced Anatomic Detail." American Journal of Roentgenology 209, no. 2 (August 2017): 309–12. http://dx.doi.org/10.2214/ajr.17.17903.

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Zhao, Li Ping, Mei Fang, and Yuan Wang Wei. "An Efficient Compressed Volume Rendering Algorithm Based on GPU." Advanced Materials Research 433-440 (January 2012): 5448–52. http://dx.doi.org/10.4028/www.scientific.net/amr.433-440.5448.

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An efficient compressed volume rendering algorithm is presented. Firstly, the original volume data is compressed by a content-based classified hierarchical vector quantization algorithm. Secondly, the compressed volume data is then transferred to Graphic Processing Unit and decompressed in real time, subsequently, the decompressed data is rendered by a three-dimensional textures mapping method to accelerate the speed of rendering. Experimental results show that, in addition to reasonable fidelity and faster rendering speed, the presented algorithm can obtain multiple levels of detail on the off-the-shelf graphic hardware.
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SINGH, CHANDAN, and EKTA WALIA. "FAST HYBRID SHADING: AN APPLICATION OF FINITE ELEMENT METHODS IN 3D RENDERING." International Journal of Image and Graphics 05, no. 04 (October 2005): 789–810. http://dx.doi.org/10.1142/s0219467805002002.

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This paper is an attempt to improve the quality of Gouraud shading with minimum increase in the computation requirements. It presents algorithms for intermediate quality shading i.e. the quality of shading is better than Gouraud shading and nearly comparable to the quality of bi-quadratic Phong shading, at the same time, algorithms are very fast as compared to bi-quadratic Phong shading. Three algorithms are discussed. The first algorithm uses hybrid shading in which bi-quadratic interpolation of intensity is performed on the edges of a triangle and linear interpolation of intensity is performed on the scan line. Hybrid shading, in which bi-quadratic interpolation of normals is performed on the edges and linear interpolation of intensity is performed on the scan line, has been proposed in the second algorithm. In the third algorithm, bi-cubic interpolation of intensity is performed on the edges and linear interpolation of intensity is performed on the scan line. The paper also presents an incremental method for fast calculation of area coordinates and shape functions enhancing the speed of the algorithms.
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Sabella, Paolo. "A rendering algorithm for visualizing 3D scalar fields." ACM SIGGRAPH Computer Graphics 22, no. 4 (August 1988): 51–58. http://dx.doi.org/10.1145/378456.378476.

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Blasi, Philippe, Bertrand Saec, and Christophe Schlick. "A Rendering Algorithm for Discrete Volume Density Objects." Computer Graphics Forum 12, no. 3 (August 1993): 201–10. http://dx.doi.org/10.1111/1467-8659.1230201.

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Or, Daniel Cohen, and Shachar Fleishman. "An Incremental Alignment Algorithm for Parallel Volume Rendering." Computer Graphics Forum 14, no. 3 (August 1995): 123–33. http://dx.doi.org/10.1111/1467-8659.1430123.

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Feng Jun, 冯俊, 严利民 Yan Limin, and 夏明治 Xia Mingzhi. "Sub-Pixel Rendering Algorithm of Improving Image Brightness." Laser & Optoelectronics Progress 53, no. 9 (2016): 091101. http://dx.doi.org/10.3788/lop53.091101.

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Wu, Mingguang, Peibei Zheng, Guonian Lu, and A.-Xing Zhu. "Chain-based polyline tessellation algorithm for cartographic rendering." Cartography and Geographic Information Science 44, no. 6 (May 13, 2016): 491–506. http://dx.doi.org/10.1080/15230406.2016.1183145.

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Dyer, Scott, and Scott Whitman. "A Vectorized Scan-Line Z-Buffer Rendering Algorithm." IEEE Computer Graphics and Applications 7, no. 7 (July 1987): 34–45. http://dx.doi.org/10.1109/mcg.1987.277012.

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Or, Daniel Cohen, and Shachar Fleishman. "An Incremental Alignment Algorithm for Parallel Volume Rendering." Computer Graphics Forum 14, no. 3 (August 1995): 123–33. http://dx.doi.org/10.1111/j.1467-8659.1995.cgf143_0123.x.

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Sanna, A., P. Montuschi, and B. Montrucchio. "Parallel algorithm for image rendering and its implementation." Electronics Letters 32, no. 14 (1996): 1275. http://dx.doi.org/10.1049/el:19960835.

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Dimitrijević, Aleksandar M., and Dejan D. Rančić. "Ellipsoidal Clipmaps – A planet-sized terrain rendering algorithm." Computers & Graphics 52 (November 2015): 43–61. http://dx.doi.org/10.1016/j.cag.2015.06.006.

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Tingting, Zhang, and Yan Limin. "P‐8.1: An Optimized Sub‐pixel Rendering Algorithm." SID Symposium Digest of Technical Papers 50, S1 (September 2019): 826–28. http://dx.doi.org/10.1002/sdtp.13661.

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Yao, C., G. Peng, Y. Song, and M. Duan. "A QUADTREE ORGANIZATION CONSTRUCTION AND SCHEDULING METHOD FOR URBAN 3D MODEL BASED ON WEIGHT." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W7 (September 13, 2017): 977–80. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w7-977-2017.

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The increasement of Urban 3D model precision and data quantity puts forward higher requirements for real-time rendering of digital city model. Improving the organization, management and scheduling of 3D model data in 3D digital city can improve the rendering effect and efficiency. This paper takes the complexity of urban models into account, proposes a Quadtree construction and scheduling rendering method for Urban 3D model based on weight. Divide Urban 3D model into different rendering weights according to certain rules, perform Quadtree construction and schedule rendering according to different rendering weights. Also proposed an algorithm for extracting bounding box extraction based on model drawing primitives to generate LOD model automatically. Using the algorithm proposed in this paper, developed a 3D urban planning&management software, the practice has showed the algorithm is efficient and feasible, the render frame rate of big scene and small scene are both stable at around 25 frames.
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Li, Bo, Bao Hui Di, Rui Xing Fan, Shen Li, and Jun Yang. "High-Resolution Terrain Rendering Algorithm Based on Fractal Theory." Advanced Materials Research 756-759 (September 2013): 3992–96. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.3992.

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In order to get further improvement of the rendering speed, and the establishment of a high precision terrain at the same time, this paper discusses the high precision terrain rendering algorithms of the specific content and characteristics based on the fractal theory. The analysis shows that: in order to draw out more realistic topography, there must be the magnitude of the terrain data as the foundation in the present terrain simulation field,. Even the terrain data is rich enough, it also have certain defective, which can cause untruthfulness of the vision. This paper can improve the rendering speed and establish a high precision terrain based on the fractal theory at the same time.
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Bo, Luo, Gang Zhao, Wei Wang, and Xiaoxiao Du. "MATEC Web of Conferences – General and efficient algorithms for handling intricate situations in trimmed surface rendering." MATEC Web of Conferences 175 (2018): 03067. http://dx.doi.org/10.1051/matecconf/201817503067.

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Trimmed surfaces have been widely used in complicated product design in mechanical engineering especially in complex free form surface models of CAD/CAM/CAE. Focusing on the deficiencies of the algorithms available in published literatures when handling some intricate situations, this paper proposes a more general and efficient algorithm of trimmed surface rendering (ATSR). The ATSR is a general algorithm that can deal with most intricate situations, which frequently occur in practical engineering that no special attention has been paid to in references at hand, as well as common situations. Furthermore, this paper presents a new algorithm for the nodes of polygon connecting into elements (ANCE). The ANCE can handle most tricky polygons appearing in the process of rendering and achieve successful triangulation for the to-be-rendered surface. Preferable results are obtained in the case studies, which indicate that the algorithms (ATSR and ANCE) are efficient and effective in handling complicated as well as common trimmed surface models in real engineering industry.
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45

Li, Bin, Lianfang Tian, and Shanxing Ou. "An Optical Model for Translucent Volume Rendering and Its Implementation Using the Preintegrated Shear-Warp Algorithm." International Journal of Biomedical Imaging 2010 (2010): 1–11. http://dx.doi.org/10.1155/2010/429051.

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In order to efficiently and effectively reconstruct 3D medical images and clearly display the detailed information of inner structures and the inner hidden interfaces between different media, an Improved Volume Rendering Optical Model (IVROM) for medical translucent volume rendering and its implementation using the preintegrated Shear-Warp Volume Rendering algorithm are proposed in this paper, which can be readily applied on a commodity PC. Based on the classical absorption and emission model, effects of volumetric shadows and direct and indirect scattering are also considered in the proposed model IVROM. Moreover, the implementation of the Improved Translucent Volume Rendering Method (ITVRM) integrating the IVROM model, Shear-Warp and preintegrated volume rendering algorithm is described, in which the aliasing and staircase effects resulting from under-sampling in Shear-Warp, are avoided by the preintegrated volume rendering technique. This study demonstrates the superiority of the proposed method.
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46

Wang, Lei. "Research of Air Pollution Dispersion Visualization Based on GPU and Volume Rendering." Advanced Materials Research 765-767 (September 2013): 3058–60. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.3058.

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To address the air pollution diffusing problem, a visualization algorithm based on fluid diffusion physical model and volume rendering is proposed to simulate the diffusion process epically for the urgent pollution accidents. The diffusion model is based on the simplified heat diffusion equation and the basic vortex constraint. The texture mapping based volume rendering method is adapted to handle the visualization algorithm. In addition, the render process adopts the GPU to implement the real-time visualization rendering.
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47

Wang, Wei, Zheng Xu Zhao, Qian Xu, and Tian Liu. "Design and Implementation of Adaptive Dynamic Load Balancing Distributed Parallel Rendering System Based on Sort-First." Advanced Materials Research 798-799 (September 2013): 693–98. http://dx.doi.org/10.4028/www.scientific.net/amr.798-799.693.

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The sort-first algorithm is the most simple distributed rendering solutions, but there is a problem of loading balancing between nodes, so sort-first adaptive dynamic load balancing algorithm proposed in this paper. This algorithm uses feedback data what comes from rending node to solve the problem of unbalanced tasks between nodes in sort-first algorithm, while the use of its distributed rendering system can achieve a simple expansion. This algorithm can provide a good reference for similar system design.
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48

Ding, Yitao, Julian Bonse, Robert Andre, and Ulrike Thomas. "In-Hand Grasping Pose Estimation Using Particle Filters in Combination with Haptic Rendering Models." International Journal of Humanoid Robotics 15, no. 01 (February 2018): 1850002. http://dx.doi.org/10.1142/s0219843618500020.

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Specialized grippers used in the industry are often restricted to specific tasks and objects. However, with the development of dexterous grippers, such as humanoid hands, in-hand pose estimation becomes crucial for successful manipulations, since objects will change their pose during and after the grasping process. In this paper, we present a gripping system and describe a new pose estimation algorithm based on tactile sensory information in combination with haptic rendering models (HRMs). We use a 3-finger manipulator equipped with tactile force sensing elements. A particle filter processes the tactile measurements from these sensor elements to estimate the grasp pose of an object. The algorithm evaluates hypotheses of grasp poses by comparing tactile measurements and expected tactile information from CAD-based haptic renderings, where distance values between the sensor and 3D-model are converted to forces. Our approach compares the force distribution instead of absolute forces or distance values of each taxel. The haptic rendering models of the objects allow us to estimate the pose of soft deformable objects. In comparison to mesh-based approaches, our algorithm reduces the calculation complexity and recognizes ambiguous and geometrically impossible solutions.
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49

Silva, Wendel B., and Maria Andréia F. Rodrigues. "Interactive Rendering of Indoor and Urban Environments on Handheld Devices by Combining Visibility Algorithms with Spatial Data Structures." International Journal of Handheld Computing Research 2, no. 1 (January 2011): 55–71. http://dx.doi.org/10.4018/jhcr.2011010104.

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This work presents a comparative study of various combinations of visibility algorithms (view-frustum culling, backface culling, and a simple yet fast algorithm called conservative backface culling) and different settings of standard spatial data structures (non-uniform Grids, BSP-Trees, Octrees, and Portal-Octrees) for enabling efficient graphics rendering of both indoor and urban 3D environments, especially suited for low-end handheld devices. Performance tests and analyses were conducted using two different mobile platforms and environments in the order of thousands of triangles. The authors demonstrate that navigation at interactive frame rates can be obtained using geometry rather than image-based rendering or point-based rendering on the cell phone Nokia n82.
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Duan Liming, 段黎明, 颜志明 Yan Zhiming, 陈中 Chen Zhong, and 谷明辉 Gu Minghui. "Arbitrary planes rendering algorithm of industrial CT serial images." High Power Laser and Particle Beams 25, no. 11 (2013): 3040–44. http://dx.doi.org/10.3788/hplpb20132511.3040.

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