realistic rendering
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2021 ◽  
Author(s):  
Anatoli Lisih ◽  
Aleksandr Anikeev ◽  
Andrey Zhdanov ◽  
Dmitry Zhdanov


2021 ◽  
Vol 41 (4) ◽  
pp. 20-26
Author(s):  
Ling-Qi Yan ◽  
Jim Foley
Keyword(s):  


2021 ◽  
Vol 47 (4) ◽  
pp. 298-326
Author(s):  
V. A. Frolov ◽  
A. G. Voloboy ◽  
S. V. Ershov ◽  
V. A. Galaktionov


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.



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.



AFEL ◽  
2021 ◽  
pp. 87-99
Author(s):  
SHABBIR AHMAD

The realistic rendering of Self-Conscious Thought in A. S. Byatt’s Possession is an evidence of Byatt’s success in making abstract ideas concrete. Possession, as an encyclopedia of theories and thoughts, Victorian or modern, is a novel in which ideas are less obtrusive and the author’s presence is intrusive. The twentieth-century part of the novel embodies Byatt’s confrontation with modern literary thoughts which are different in nature than the ideas incarnated in Victorians i.e. George Eliot’s fiction. Although such ideas are difficult to be turned into immediate daily concerns yet in Possession they fit into immediate personal dilemmas and gain a sense of urgency. A. S. Byatt, successfully, represents the universal ideas of man, faith and love, with a skeptic twentieth-century background in this novel. In addition, while George Eliot begins to generalize these ideas with an authorial voice, Byatt knows that these ideas have become equivocal, thus overthrowing authority of the author.



Author(s):  
Xiaoming Deng ◽  
Yinda Zhang ◽  
Jian Shi ◽  
Yuying Zhu ◽  
Dachuan Cheng ◽  
...  


Author(s):  
Vladimir Alexandrovich Frolov ◽  
Alexey Gennadievich Voloboy ◽  
Sergey Valentinovich Ershov ◽  
Vladimir Alexandrovich Galaktionov

The field of light transport simulation quickly growths in last decades. Nowadays there are about hundreds of books and papers that are quite difficult to cover for applied researcher or developer. Unlike similar surveys, in this paper we make attempt to provide short roadmap to select the best method for some light transport problem based on scene and calculated phenomena constraints. In our paper we propose several classifications for light transport simulation algorithms based on their mathematical properties, robustness and required scene constraints. These classifications help to understand advantages, disadvantages and limitations of the methods. In this paper we use not only a survey of existing works but also our own experience with the methods that we have implemented over the last decade in different software products. Some results of our experiments are shown in the paper. Finally, we propose a short guide for method selection in form of block scheme.



Author(s):  
Sergei Riabov ◽  
Andrey Zhdanov ◽  
Dmitry Zhdanov ◽  
Ildar Vagizovich Valiev

In the real world, there are optical media that are difficult or impossible to simulate with classical real-time rendering methods. One of such media types is a gradient medium, in which light rays propagate along a curve. However, with advances in the capabilities of the real-time computer graphics rendering hardware, more sophisticated rendering algorithms, e.g., rendering based on the ray tracing technologies which uses a physically correct model of the light propagation and transformation, are becoming more widely used to achieve more realistic images. In the scope of the current article, the authors researched the capabilities of the current accelerated ray tracing-based realistic rendering technologies to perform the physically correct rendering of scenes containing the gradient medium. The presented method can operate in realtime which was proven by presenting the test images and aminations acquired from the implementation of the designed realistic rendering method of the gradient media with NVIDIA OptiX.



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