Diffusion theory allows the production of realistic skin renderings. The dipole and multipole models allow for solving challenging diffusion-theory equations efficiently. By using texture-space diffusion, a Gaussian-b...
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Diffusion theory allows the production of realistic skin renderings. The dipole and multipole models allow for solving challenging diffusion-theory equations efficiently. By using texture-space diffusion, a Gaussian-based approximation, and programmable graphics hardware, developers can create real-time, photorealistic skin renderings. Performing this diffusion in screen space offers advantages that make diffusion approximation practical in scenarios such as games, where having the best possible performance is crucial. However, unlike the texture-space counterpart, the screen-space approach can't simulate transmittance of light through thin geometry; it yields unrealistic results in those cases. A new transmittance algorithm turns the screen-space approach into an efficient global solution, capable of simulating both reflectance and transmittance of light through a multilayered skin model. The transmittance calculations are derived from physical equations, which are implemented through simple texture access. The method performs in real time, requiring no additional memory usage and only minimal additional processing power and memory bandwidth. Despite its simplicity, this practical model manages to reproduce the look of images rendered with other techniques (both offline and real time) such as photon mapping or diffusion approximation.
This new GPU-based algorithm can compute ambient occlusion to inexpensively approximate global-illumination effects in real-time systems and games. The algorithm is based on a novel interpretation of ambient occlusion...
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This new GPU-based algorithm can compute ambient occlusion to inexpensively approximate global-illumination effects in real-time systems and games. The algorithm is based on a novel interpretation of ambient occlusion that measures the relative volume of the visible part of the surface's tangent sphere.
Computational photography refers broadly to sensing strategies and algorithmic techniques that enhance or extend the capabilities of digital photography. Although interest in computational photography has steadily inc...
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Computational photography refers broadly to sensing strategies and algorithmic techniques that enhance or extend the capabilities of digital photography. Although interest in computational photography has steadily increased among graphics and vision researchers, progress has been hampered by the lack of a portable, programmable camera platform with enough image quality and computing power to be used for everyday photography. To address this problem, the Stanford computer graphics Laboratory has designed an open architecture for programmable cameras. Our architecture (called Frankencamera) consists of a hardware specification, a software stack based on Linux, and an API (called FCam) with bindings for C++. To demonstrate the viability of this architecture, we've built two reference implementations: a Nokia N900 smartphone with a modified software stack and a custom camera called the Frankencamera F2. Our goal is to standardize the architecture and distribute Frankencameras to researchers and students worldwide, as a step towards creating a community of photographer-programmers who develop algorithms, applications, and hardware for computational cameras.
Ringing reduces the working memory needed during the rendering of subdivision curves, surfaces, and animations. For example, it only stores 4d vertices when rendering the dth level of subdivision of a polygon using fo...
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Ringing reduces the working memory needed during the rendering of subdivision curves, surfaces, and animations. For example, it only stores 4d vertices when rendering the dth level of subdivision of a polygon using four-point, cubic, or quintic B-spline subdivision masks. Ringing can be used on CPUs and GPUs.
Developers who create applications for knowledge representation must contend with challenges in both the abundance of data and the variety of toolkits, architectures, and standards for representing it. Prajna is a fle...
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Developers who create applications for knowledge representation must contend with challenges in both the abundance of data and the variety of toolkits, architectures, and standards for representing it. Prajna is a flexible Java toolkit designed to overcome these challenges with an extensible architecture that supports both visualization and automated reasoning.
A novel approach for post-surgical evaluation of clear corneal incision quality is presented. The complete volumetric information of an ex-vivo bovine cornea with incision and suture is obtained by high-resolution Fou...
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A novel approach for post-surgical evaluation of clear corneal incision quality is presented. The complete volumetric information of an ex-vivo bovine cornea with incision and suture is obtained by high-resolution Fourier-domain optical coherence tomography and illustrated by various computer graphics technologies. This method provides more comprehensive information to evaluate surgery quality and monitor the healing process.
Cinematic-quality game engines, broadband networking, and VR technology advances are converging to where players will have shared, "better than life" experiences in persistent virtual worlds. The authors pro...
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Cinematic-quality game engines, broadband networking, and VR technology advances are converging to where players will have shared, "better than life" experiences in persistent virtual worlds. The authors propose several steps that might help this merger happen sooner. Specifically, a mechanism of natural selection among players could solve the longstanding problem of limited access to VR hardware. The authors also discuss serious applications of VR games and their social impact.
Whiteness, chromaticness, and blackness are defined for CIELAB. These NCS-like color attributes offer an alternative to lightness and chroma for describing color. Their hue-preserving symmetries are derived for in sti...
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Whiteness, chromaticness, and blackness are defined for CIELAB. These NCS-like color attributes offer an alternative to lightness and chroma for describing color. Their hue-preserving symmetries are derived for in stimulus color space. A numerical example provides what theory predicts are visually uniform sequences of colors with constant lightness, whiteness. chromaticness, or blackness. Numerical approximation is unnecessary. Such sets of symmetric colors in one hue are visually interesting, and useful for computer aided design. The appropriateness of such attributes for CIELAB is briefly discussed. (C) 2010 Wiley Periodicals, Inc. Col Res Appl, 35, 319-323. 2010: Published online 22 January 2010 in Wiley Inter Science (***). DO! 10.1002/col.20577
ISO 24628-11:2011 defines additional frame rates for digital cinema of 25, 30, 50 and 60 frames per second. These additional frame rates supplement the primary frame rates of 24 and 48 frames per second and are define...
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标准号:
ISO 26428-11-2011
ISO 24628-11:2011 defines additional frame rates for digital cinema of 25, 30, 50 and 60 frames per second. These additional frame rates supplement the primary frame rates of 24 and 48 frames per second and are defined in order to ensure that the artistic intent of the content producer can be maintained at the point of delivery. ISO 24628-11:2011 defines the image characteristics of the additional frame rates individually at 25, 30, 50 and 60 frames per second, and also defines the resulting audio samples per edit unit.
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