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Topic

Graphics

About: Graphics is a research topic. Over the lifetime, 17394 publications have been published within this topic receiving 411468 citations. The topic is also known as: graphic.


Papers
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Book
01 Jul 2002
TL;DR: This book emphasizes physical modeling of sound and focuses on real-world interactive sound effects and is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound.
Abstract: Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound It is written at an introductory level with mathematical foundations provided in appendices Links to code examples and sound files can be found on the Downloads/Updates tab

267 citations

Proceedings ArticleDOI
01 Jul 1999
TL;DR: Techniques for realistic shading and lighting using computer graphics hardware are presented, in particular, multipass methods for high quality local illumination using physically-based reflection models, as well as techniques for the interactive visualization of non-diffuse global illumination solutions.
Abstract: With fast 3D graphics becoming more and more available even on low end platforms, the focus in hardware-accelerated rendering is beginning to shift towards higher quality rendering and additional functionality instead of simply higher performance implementations based on the traditional graphics pipeline. In this paper we present techniques for realistic shading and lighting using computer graphics hardware. In particular, we discuss multipass methods for high quality local illumination using physically-based reflection models, as well as techniques for the interactive visualization of non-diffuse global illumination solutions. These results are then combined with normal mapping for increasing the visual complexity of rendered images. Although the techniques presented in this paper work at interactive frame rates on contemporary graphics hardware, we also discuss some modifications of the rendering pipeline that help to further improve both performance and quality of the proposed methods. CR Categories: I.3.1 [Computer Graphics]: Hardware Architecture—Graphics processors; I.3.3 [Computer Graphics]: Picture/Image Generation—Bitmap and frame buffer operations; I.3.6 [Computer Graphics]: Methodology and Techniques— Standards I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Color, Shading, Shadowing and Texture

265 citations

Proceedings ArticleDOI
01 Jan 1987
TL;DR: In this article, the authors present a tool for an architect and his client to use for rapid prototyping of buildings by visually "walking through" them in order to refine specifications.
Abstract: As part of our graphics research into virtual worlds, we are building a tool for an architect and his client to use for rapid prototyping of buildings by visually “walking through” them in order to refine specifications.Our first prototype simulated the new UNC Computer Science building with some 8000 polygons. BSP-tree software on the Adage Ikonas gave a colored, shaded perspective view every 3-5 seconds while the user moved a cursor in real-time over floorplans shown on the Vector-General 3300.The current (third) version uses Pixel-Planes to generate 9 updates/second, view images shown 4' x 6' by projector.Active short- and long-term research questions include speed-up, stereo, a 6-DoF interface with eye-level defaults, and an interactive model-building, model-changing system.

264 citations

Proceedings ArticleDOI
03 Aug 1997
TL;DR: This work has developed algorithms that use caching and lazy creation of texture and geometry to manage scene complexity and increase locality of reference by dynamically reordering the rendering computation based on the contents of the cache.
Abstract: Simulating realistic lighting and rendering complex scenes are usually considered separate problems with incompatible solutions. Accurate lighting calculations are typically performed using ray tracing algorithms, which require that the entire scene database reside in memory to perform well. Conversely, most systems capable of rendering complex scenes use scan-conversion algorithms that access memory coherently, but are unable to incorporate sophisticated illumination. We have developed algorithms that use caching and lazy creation of texture and geometry to manage scene complexity. To improve cache performance, we increase locality of reference by dynamically reordering the rendering computation based on the contents of the cache. We have used these algorithms to compute images of scenes containing millions of primitives, while storing ten percent of the scene description in memory. Thus, a machine of a given memory capacity can render realistic scenes that are an order of magnitude more complex than was previously possible. CR Categories: I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Raytracing

263 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023469
20221,141
2021208
2020349
2019355
2018399