Spherical Techniques and Their Applications in a Scene Graph System: Collision Detection and Occlusion Culling

Spherical Techniques and Their Applications in a Scene Graph System: Collision Detection and Occlusion Culling PDF Author: Christoph Fünfzig
Publisher: Cuvillier Verlag
ISBN: 3867271119
Category :
Languages : en
Pages : 168

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Spherical Techniques and Their Applications in a Scene Graph System: Collision Detection and Occlusion Culling

Spherical Techniques and Their Applications in a Scene Graph System: Collision Detection and Occlusion Culling PDF Author: Christoph Fünfzig
Publisher: Cuvillier Verlag
ISBN: 3867271119
Category :
Languages : en
Pages : 168

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Book Description


Hardware Assisted Occlusion Culling for Scene Graph Systems

Hardware Assisted Occlusion Culling for Scene Graph Systems PDF Author: Dirk Staneker
Publisher:
ISBN:
Category :
Languages : en
Pages : 88

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Spherical Visibility Sampling

Spherical Visibility Sampling PDF Author: Benjamin Eikel
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
Many 3D scenes (e.g., generated from CAD data) are composed of a multitude of objects that are nested in each other. An industrial plant, for instance, may contain multiple machines and the machines may have an electric motor with many smaller parts like rotor and stator located inside. Since the objects occlude each other, only few are visible from outside. This work presents a new technique, Spherical Visibility Sampling (SVS), for real-time 3D rendering of such -- often highly complex -- scenes. SVS exploits the occlusion and annotates hierarchically structured objects with direction-dependent visibility information in a preprocessing step. For different directions, the direction-dependent visibility encodes which objects of a scene's region are visible from that direction from the outside of the regions' enclosing bounding sphere. Since there is no need to store a separate view space subdivision as in most techniques based on preprocessed visibility, a small memory footprint is achieved. Using the direction-dependent visibility information for an interactive walkthrough, the potentially visible objects can be retrieved very efficiently without the need for further visibility tests. The evaluation shows that using SVS allows to preprocess complex 3D scenes fast and to visualize them in real time (e.g., a Power Plant model and five animated Boeing 777 models with billions of triangles). The comparison with two state-of-the-art occlusion culling algorithms demonstrates the advantages and disadvantages of SVS. Because SVS does not require hardware support for occlusion culling during rendering, it is even applicable for rendering complex scenes on mobile devices. ; eng

Real-Time Rendering

Real-Time Rendering PDF Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046

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Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Deutsche Nationalbibliografie

Deutsche Nationalbibliografie PDF Author: Die deutsche Nationalbibliothek
Publisher:
ISBN:
Category :
Languages : de
Pages : 944

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Real-Time Collision Detection

Real-Time Collision Detection PDF Author: Christer Ericson
Publisher: CRC Press
ISBN: 1000750558
Category : Art
Languages : en
Pages : 634

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Book Description
Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virt

GPU Gems 2

GPU Gems 2 PDF Author: Matt Pharr
Publisher: Addison-Wesley Professional
ISBN: 9780321335593
Category : Computers
Languages : en
Pages : 814

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Book Description
More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Ray Tracing Gems

Ray Tracing Gems PDF Author: Eric Haines
Publisher: Apress
ISBN: 1484244273
Category : Computers
Languages : en
Pages : 622

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Book Description
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

Essential Mathematics for Games and Interactive Applications

Essential Mathematics for Games and Interactive Applications PDF Author: James M. Van Verth
Publisher: CRC Press
ISBN: 0123742978
Category : Art
Languages : en
Pages : 706

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Book Description
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.

Spatial Augmented Reality

Spatial Augmented Reality PDF Author: Oliver Bimber
Publisher: CRC Press
ISBN: 1439864942
Category : Computers
Languages : en
Pages : 386

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Book Description
Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r