Realistic rendering 3D IFS fractals in real-time with graphics accelerators

2010 ◽  
Vol 34 (2) ◽  
pp. 167-175 ◽  
Author(s):  
Tomasz Martyn
2016 ◽  
Vol 34 (3) ◽  
pp. 337-346 ◽  
Author(s):  
Daniel Valente de Macedo ◽  
Maria Andréia Formico Rodrigues

2012 ◽  
Vol 31 (2pt1) ◽  
pp. 373-382 ◽  
Author(s):  
Eric Bruneton ◽  
Fabrice Neyret

2020 ◽  
pp. short58-1-short58-7
Author(s):  
Maksim Sorokin ◽  
Dmitriy Zhdanov ◽  
Andrey Zhdanov

This work is devoted to the problem of restoring realistic rendering for augmented and mixed reality systems. Finding the light sources and restoring the correct distribution of scene brightness is one of the key parameters that allows to solve the problem of correct interaction between the virtual and real worlds. With the advent of such datasets as, "LARGE-SCALE RGB + D," it became possible to train neural networks to recognize the depth map of images, which is a key requirement for working with the environment in real time. Additionally, in this work, convolutional neural networks were trained on the synthesized dataset with realistic lighting. The results of the proposed methods are presented, the accuracy of restoring the position of the light sources is estimated, and the visual difference between the image of the scene with the original light sources and the same scene. The speed allows it to be used in real-time AR/VR systems.


2016 ◽  
Vol 15 (6) ◽  
pp. 996-1006
Author(s):  
Chunyong Ma ◽  
Shu Xu ◽  
Hongsong Wang ◽  
Fenglin Tian ◽  
Ge Chen

2021 ◽  
Author(s):  
Alexander Yakobovich

This thesis presents a Virtual Cadaver system, ViC, which allows users to interactively “cut open” and visualize a highly realistic representation of 3D human anatomy, including skin, muscles, bones, arteries and many other anatomical systems and structures. ViC’s interaction and visualization functionality, coupled with a multi-touch interface, provide real-time cutaway operations using simple and familiar gestures. To support the cutaway feature, ViC’s 3D human anatomy dataset is preprocessed, breaking up the large anatomy system data meshes into smaller, more manageable mesh “fragments”. The shape of each fragment is crafted to support semantically meaningful cutaways while the “granularity” of the fragments supports interaction efficiency. ViC uses game technology to enable highly realistic rendering of human anatomy. Furthermore, ViC’s performance and cutaway capabilities were evaluated on consumer-grade hardware to confirm that real-time interaction and visualization with highly-responsive multi-touch input actions can be achieved.


2002 ◽  
Vol 18 (3) ◽  
pp. 135-149 ◽  
Author(s):  
Fabrice Neyret ◽  
Raphaël Heiss ◽  
Franck Sénégas

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