Proceedings of the 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast As 2006
DOI: 10.1145/1174429.1174431
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Selective rendering

Abstract: The computational requirements of a full physically-based global illumination solution are significant, currently precluding its solution on even a powerful modern PC in reasonable let alone real time.A key factor to consider if we are ever to achieve so-called "Realism in Real-Time", is that we are computing images for humans to look at. Although the human visual system is very good, it is by no means perfect. By understanding what the human does, or perhaps more importantly, does not see, enables us to save … Show more

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Cited by 11 publications
(1 citation statement)
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“…The masked pixels are ray-traced as they are deemed to potentially be in some shadow penumbra, while the unmasked pixels marked in the shadow map are deemed to be in the umbra region. We are currently working on incorporating this a hybrid rendering effect that applies selective rendering [5] to avoid tracing shadow rays for every pixel.…”
Section: Future Workmentioning
confidence: 99%
“…The masked pixels are ray-traced as they are deemed to potentially be in some shadow penumbra, while the unmasked pixels marked in the shadow map are deemed to be in the umbra region. We are currently working on incorporating this a hybrid rendering effect that applies selective rendering [5] to avoid tracing shadow rays for every pixel.…”
Section: Future Workmentioning
confidence: 99%