Since the beginning of realistic image synthesis, depth of field was considered an important, though computationally expensive factor enhancing the realism of computer generated images. Introduction of virtual reality techniques created the demand for this effects to be at least interactive. This paper describes physically-based, real-time depth of field algorithm, addressing the needs of even more demanding application-virtual TV studio.
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Combining real and computer-generated imaginery, Visual Studio imposes the requirement for these two worlds to interact properly in the composite image. In particular, it is expected that shadows will be correctly cast between the virtual and real environments. This paper describes real-time algoriths, that allow actors and real object to cast shadows on virtual elements of the scene and vice versa.
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