Detail publikace

Close-to-photorealistic Lighting for Simulations and CAD

Originální název

Close-to-photorealistic Lighting for Simulations and CAD

Anglický název

Close-to-photorealistic Lighting for Simulations and CAD

Jazyk

en

Originální abstrakt

High quality visualizations with realistic lighting is a challenging topic in computer graphics. This paper presents Lexolights architecture for visualization of virtual scenes when high fidelity lighting is required. It describes the shader architecture that provides per-pixel lighting, followed by shadow techniques and multipass concept. Multipass is used as it seems to be a robust approach to overcome some limitations related to the maximum number of lights in the scene. Finally, our approach for rendering of models with huge texture data sets is presented.

Anglický abstrakt

High quality visualizations with realistic lighting is a challenging topic in computer graphics. This paper presents Lexolights architecture for visualization of virtual scenes when high fidelity lighting is required. It describes the shader architecture that provides per-pixel lighting, followed by shadow techniques and multipass concept. Multipass is used as it seems to be a robust approach to overcome some limitations related to the maximum number of lights in the scene. Finally, our approach for rendering of models with huge texture data sets is presented.

BibTex


@inproceedings{BUT76395,
  author="Jan {Pečiva} and Jaroslav {Přibyl} and Jan {Navrátil}",
  title="Close-to-photorealistic Lighting for Simulations and CAD",
  annote="High quality visualizations with realistic lighting is a
challenging topic in computer graphics. This paper presents
Lexolights architecture for visualization of virtual scenes
when high fidelity lighting is required. It describes the
shader architecture that provides per-pixel lighting, followed
by shadow techniques and multipass concept. Multipass is
used as it seems to be a robust approach to overcome some
limitations related to the maximum number of lights in the
scene. Finally, our approach for rendering of models with
huge texture data sets is presented.",
  address="SCS Publication House",
  booktitle="2011 International Simulation Multiconference - SCS (SCSC, SPECTS, GCMS) - SCSC Proceedings (Hard-Copy) 11",
  chapter="76395",
  edition="NEUVEDEN",
  howpublished="print",
  institution="SCS Publication House",
  year="2011",
  month="june",
  pages="1--2",
  publisher="SCS Publication House",
  type="conference paper"
}