Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Lawlor, Orion Sky | |
dc.contributor.author | Genetti, Jon D. | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2017-11-08T07:52:40Z | |
dc.date.available | 2017-11-08T07:52:40Z | |
dc.date.issued | 2014 | |
dc.identifier.citation | WSCG 2014: communication papers proceedings: 22nd International Conference in Central Europeon Computer Graphics, Visualization and Computer Visionin co-operation with EUROGRAPHICS Association, p. 195-203. | en |
dc.identifier.isbn | 978-80-86943-71-8 | |
dc.identifier.uri | wscg.zcu.cz/WSCG2014/!!_2014-WSCG-Communication.pdf | |
dc.identifier.uri | http://hdl.handle.net/11025/26415 | |
dc.format | 9 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | WSCG 2014: communication papers proceedings | en |
dc.rights | @ Václav Skala - UNION Agency | cs |
dc.subject | GPU sledovač paprsku | cs |
dc.subject | datové komprese | cs |
dc.subject | časové komprese | cs |
dc.subject | teorie odběru vzorků | cs |
dc.title | Exploiting spatial redundancy with adaptive pyramidal rendering | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.description.abstract-translated | Just as image data compression is designed to save space while preserving the essence of an image, we present an adaptive pyramidal rendering scheme designed to save rendering time while maintaining acceptable image quality. Our coarse-to-fine scheme predicts when and where it is safe to take less than one sample per output pixel, and exploits spatial redundancy to predict pixel colors in the resulting gaps, both of which can be performed at framerate in realtime on a modern GPU. As a lossy compression method, we present experimental data on the rendering time versus image quality tradeoff for several example renderers. | en |
dc.subject.translated | GPU raytracer | en |
dc.subject.translated | data compression | en |
dc.subject.translated | time compression | en |
dc.subject.translated | sampling theory | en |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | WSCG 2014: Communication Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Lawlor.pdf | Plný text | 969,76 kB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/26415
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