Real-Time Rendering
By T. Akenine-Möller, E. Haines, Naty Hoffman, A. Pesce, Michał Iwanicki, Sébastien Hillaire. 2018
Subfields: Computer Graphics and Computer-Aided Design
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In Computer Graphics and Computer-Aided Design
- Vladlen Koltun
- Stefan Roth
- Nathan Paczan
- Mike Roberts
- Stephan R. Richter
- Leonidas J. Guibas
- Siddhartha Chaudhuri
- Andreas Geiger
Citations in the corpus
- Hypersim: A Photorealistic Synthetic Dataset for Holistic Indoor Scene Understanding (2020, methodology): “large (i.e., millions of triangles) and incoherently laid out in memory. These meshes cannot be rendered at interactive rates, even on modern GPUs, without the use of advanced acceleration structures [4,33,47]. In our tool, we address this issue by including an option to decimate the input mesh, whi”
- Playing for Data: Ground Truth from Computer Games (2016, methodology): “quisition A brief introduction to real-time rendering. To present our approach to data acquisition, we rst need to review some relevant aspects of the rendering pipeline used in modern computer games [2]. Modern real-time rendering systems are commonly based on deferred shading. Geometric resources ”
- Playing for Benchmarks (2017, neutral): “ildsonfairlydetailedunderstandingofrealtime rendering. We provide an introductory overview of real-time rendering pipelines in the supplement and refer thereadertoacomprehensivereferenceformoredetails[2]. Slicingshaders. Tocaptureresourcesatvideorate,weaugmentthegame'sshaderswithadditionalinput”