Illumination et ombres pour les forêts pour un rendu temps‐réel
Babahenini Mouhamed Chaouki, Henni Nadir
كلية العلوم الدقيقة وعلوم الطبيعة والحياة-جامعة محمد خيضر - بسكرة · الجزائر
الموضوعات
علوم بحتة وطبيعية
الملخص
The representation of natural scenes and their rendering has always been a challenge forcomputer graphics, because of their indispensability to many applications such as ecosystemssimulators, 3D mapping, flying simulators, video games ..., and because of their geometriccomplexity, due to very large number of small details they contain which are very difficult tomodel, and their representation is very expensive in memory, also their rendering requires a lot ofcomputing time.In recent years, graphics hardware has seen a huge development, with the introduction of GPU(Graphical Processing Units), their evolution has been adapted to intensive parallel computing,the development these units aimed to increase programming flexibility, by introducing shadersthat are programs executable directly on the GPU, and the ability to locally generate new vertices,which allows enriching the geometric representations of objects in the scene without having totransfer more data between a CPU and GPU, and uses the GPU compute units to do so.This huge development of GPU and these new opportunities may offer the ability for moreinvolvement of geometry in real time rendering plants, if they are properly exploited.To provide a method of plant rendering that maximizes the benefit of using recent GPUsretaining the possibility of using the geometrical representation of the plant on demand, we mustfirst determine a rendering method that is adapted to the rendering very large amounts ofgeometry by pulling a maximum profit of GPU performances and then define a geometricrepresentation that is best suited to this method of rendering, and then optimize the entirerendering process by exploiting the specific properties of this representation (similarities and preknowledgeof the geometry).A very important aspect as the rendering plants in real time is the ability of the application toproduce multiple levels of detail, because using the geometrical representation is very expensive,and not suitable for rendering trees that are far from the observer, in this case the application willlose a lot of time rendering details that are not visible to the user, then the render method must beable to produce coarser levels of detail for this case.
روابط وملفات
التعريف والنوع
- رقم الوثيقة
- 0ae0dd72-3d71-4d64-9ada-0813d406a3ba
- رقم العقد
- 0
- نوع الوسائط
- Crawler
- نوع المحتوى
- الرسائل العلمية
- صيغة المصدر
- رسائل ماجيستير
- نوع الملف
- pdf text
- أسماء الملفات
- 291837_1.pdf
بيانات النشر
- ألقاب المؤلفين
- [{"name_ar":"Babahenini Mouhamed Chaouki","title_ar":"اشراف","title_en":"Supervision"},{"name_ar":"Henni Nadir","title_ar":"اعداد","title_en":"Preparation"}]
- اللغة
- French
المصدر والدورية
- اسم المصدر
- Illumination et ombres pour les forêts pour un rendu temps‐réel
المحتوى والصفحات
- عدد الصفحات
- 0
إشراف وإعداد
- الإشراف
- Babahenini Mouhamed Chaouki
- الإعداد
- Henni Nadir
الاقتباسات الببليوغرافية
APA
MLA