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DC poleHodnotaJazyk
dc.contributor.authorRoth, Adrian-
dc.contributor.authorCords, Hilko-
dc.contributor.editorSkala, Václav
dc.date.accessioned2024-07-27T17:59:04Z-
dc.date.available2024-07-27T17:59:04Z-
dc.date.issued2024-
dc.identifier.citationWSCG 2024: full papers proceedings: 32. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 97-106.cs_CZ
dc.identifier.issn2464–4625 (online)-
dc.identifier.issn2464–4617 (print)-
dc.identifier.urihttp://hdl.handle.net/11025/57382-
dc.format10 s.cs_CZ
dc.format.mimetypeapplication/pdf
dc.language.isoencs_CZ
dc.publisherVáclav Skala - UNION Agencycs_CZ
dc.subjectfyzikální simulacecs_CZ
dc.subjectsvětla v reálném světěcs_CZ
dc.subjectpředem vypočítané globální osvětlenícs_CZ
dc.subjectšíření světlacs_CZ
dc.subjectna bázi texturycs_CZ
dc.subjectwebové aplikace v reálném časecs_CZ
dc.subjectpolygonální objektycs_CZ
dc.titleTexture-based Global Illumination for Physics-Based Light Propagation in Interactive Web Applicationscs_CZ
dc.typeconferenceObjectcs_CZ
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.description.abstract-translatedLamps are difficult to market via websites. Renderings and photographs of showrooms rarely fit consumer pref erences and demands and the technical specifications for lighting are unintuitive and difficult to understand for non-experts. This poses a challenge for lighting system manufacturers and suppliers, as customers increasingly make purchases online. Giving customers the option to see how a lamp affects the environment would provide them with an intuitive way to find a suitable product. Unfortunately, expensive global illumination rendering methods are required to accurately simulate the effect of a specific lamp on the environment. However, contemporary meth ods are not suited for low-end consumer hardware or interactive web-applications. Therefore, we present a new texture-based global illumination method that simulates the effect of specific lamps on complex, polygonal 3D geometries on the GPU. Our method employs iterative light propagation to pre-compute the illumination in texture space, leveraging GPU-based bounding volume hierarchies. Our method can provide pre-calculated physics-based lighting on demand in under a second for interactive scenarios in browsers using WebGl - outperforming state-of the-art offline renderers significantly.cs_CZ
dc.subject.translatedphysics-based simulationcs_CZ
dc.subject.translatedreal-world lightscs_CZ
dc.subject.translatedpre-calculated global illuminationcs_CZ
dc.subject.translatedlight propagationcs_CZ
dc.subject.translatedtexture-basedcs_CZ
dc.subject.translatedreal-time web-applicationscs_CZ
dc.subject.translatedpolygonal objectscs_CZ
dc.type.statusPeer revieweden
Vyskytuje se v kolekcích:WSCG 2024: Full Papers Proceedings

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