Nowa wersja platformy, zawierająca wyłącznie zasoby pełnotekstowe, jest już dostępna.
Przejdź na https://bibliotekanauki.pl
Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników

Znaleziono wyników: 4

Liczba wyników na stronie
first rewind previous Strona / 1 next fast forward last
Wyniki wyszukiwania
Wyszukiwano:
w słowach kluczowych:  real-time rendering
help Sortuj według:

help Ogranicz wyniki do:
first rewind previous Strona / 1 next fast forward last
1
Content available remote Real-time wetting of porous media
100%
EN
Studying light reflection properties is a crucial factor in achieving a high degree of realism in image synthesis. Considered as a challenge in itself, it becomes even more complicated when dealing with specific changes in appearance due to external factors. Among these changes, one of the most common is wetting: surfaces appear darker and more specular as their wetting level increase. Such a phenomenon is of great visual importance in outdoor scenes under rain falls, for example. This change in appearance is mainly due to the porous nature of surfaces. In this paper, we propose to handle a porous surface BRDF post-process model in real-time and to extend it to account for wetting, with simple and intuitive parameters.
2
Content available Per-pixel extrusion mapping with correct silhouette
86%
EN
Per-pixel extrusion mapping consists of creating a virtual geometry that is stored in a texture over a polygon model without increasing its density. There are four types of extrusion mapping; namely, basic extrusion, outward extru sion, beveled extrusion, and chamfered extrusion. These different techniques produce satisfactory results in the case of plane surfaces; however, when it is about curved surfaces, a silhouette is not visible at the edges of the extruded forms on the 3D surface geometry, as they not take the curvatures of the 3D meshes into account. In this paper, we present an improvement that consists of using curved ray-tracing to correct the silhouette problem by combining per-pixel extrusion-mapping techniques with a quadratic approximation that is computed at each vertex of a 3D mesh.
PL
W artykule opisano prosty model ewakuacji ludzi, bazujący na podejściu agentowym. Zaimplementowany symulator Hive Simulator przeprowadza symulację ewakuacji ludzi z nieznanego im terenu. Środowisko, w którym realizowana jest symulacja zostało wygenerowane za pomocą edytora Hive Editor. Edytor ten opracowano w taki sposób aby oprócz możliwości tworzenia geometrii sceny, umożliwiał również tworzenie danych niezbędnych do symulacji. Jak wcześniej wspomniano, edytor można wykorzystać również przy tworzeniu innych symulatorów oraz gier komputerowych.
EN
This paper presents a real-time visualization of human behaviour in the indoor environments. A simple simulation of the evacuation algorithm was implemented together with the tools that support building of the indoor environments. However, the main effort was put on real time and realistic visualization of the simulation results. In order to obtain a high frame rate, an agent based model was integrated with techniques used in computer games. The proposed model allows to reduce a number of calculations performed per every individual agent by simplifled decision making system and using precalculation techniques.
EN
The complexity and size of virtual environments in computer games has grown tremendously in the recent years. This work presents the problem of visualisation of the massive environment in a modern computer game. It defines technical requirements for a computer game engine and presents techniques used during production of the commercial game Zombie Driver. In this work, architecture of the Zombi Driver game engine is presented. It consists of three separate processing pipelines that use separate scene graph instances: graphics rendering (octree), physics simulation (octree) and game logic processing (proprietary scene graph). The paper explores multiple methods of scene construction, workflow and processing optimisation that have been developed during the game’s production. The resulting game engine implementation is tested using scenes with varying complexity to determine the efficiency of rendering massive environments and reveal its bottlenecks.
first rewind previous Strona / 1 next fast forward last
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.