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Visibility Algorithms for Real-Time Rendering

Oliver Mattausch

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ISBN 10: 3838118871 / ISBN 13: 9783838118871
Published by Sudwestdeutscher Verlag Fur Hochschulschriften AG
New Condition: New Soft cover
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212 pages. Dimensions: 8.7in. x 5.9in. x 0.5in.Visibility computations are essential operations in computer graphics, which are required for rendering acceleration in the form of visibility culling, as well as for computing realistic lighting. Visibility culling aims to provide output sensitivity by sending only visible primitives to the hardware. Regardless of the rapid development of graphics hardware, it is of crucial importance for many applications like game development or architectural design, as the demands on the hardware regarding scene complexity increase accordingly. Most of the countless proposed algorithms are only usable under certain conditions, or for specific scene configurations. Visibility computations are also required to solve complex lighting interactions in the scene. Hundreds or thousands of visibility queries have to be answered within a fraction of a second in order to reach real-time frame rates. In this book we first give a comprehensive overview of the huge state-of-the-art in the field. Then we propose four novel visibility algorithms that cover several of its aspects, and can be used together for high-quality real-time rendering of general 3D scenes. This item ships from multiple locations. Your book may arrive from Roseburg,OR, La Vergne,TN. Bookseller Inventory # 9783838118871

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Bibliographic Details

Title: Visibility Algorithms for Real-Time ...

Publisher: Sudwestdeutscher Verlag Fur Hochschulschriften AG

Binding: Paperback

Book Condition:New

Book Type: Paperback

About this title

Synopsis:

Visibility computations are essential operations in computer graphics, which are required for rendering acceleration in the form of visibility culling, as well as for computing realistic lighting. Visibility culling aims to provide output sensitivity by sending only visible primitives to the hardware. Regardless of the rapid development of graphics hardware, it is of crucial importance for many applications like game development or architectural design, as the demands on the hardware regarding scene complexity increase accordingly. Most of the countless proposed algorithms are only usable under certain conditions, or for specific scene configurations. Visibility computations are also required to solve complex lighting interactions in the scene. Hundreds or thousands of visibility queries have to be answered within a fraction of a second in order to reach real-time frame rates. In this book we first give a comprehensive overview of the huge state-of-the-art in the field. Then we propose four novel visibility algorithms that cover several of its aspects, and can be used together for high-quality real-time rendering of general 3D scenes.

About the Author:

I was born in Wiener Neustadt, Austria, on the 2. December 1976, where I graduated from high school in 1995. From 1996 until my graduation in 2004 I studied computer science at the Vienna University of Technology. Afterwards I started a PHD in the field of computer graphics at the same university, and completed it in 2010.

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