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Proceedings of High Performance Graphics 2016 Michael Mara, NVIDIA and Stanford University Morgan McGuire, NVIDIA and Williams College Derek Nowrouzezahrai, University of Montreal David Luebke, NVIDIA Proceedings Version (11 pages, coming May 23, 2016) Extended Version (15 pages, more details than the proceedings version): Gamma 2.2 ("Darker") (61 MB PDF) Gamma 2.2 Low Resolution (2.4 MB PDF) Gam
Michael Mara, NVIDIA and Williams College Morgan McGuire, NVIDIA and Williams College Derek Nowrouzezahrai, University of Montreal David Luebke, NVIDIA NVIDIA tech report (41 MB PDF) NVIDIA tech report (brightened) (41 MB PDF) NVIDIA tech report (low res) (2 MB PDF) NVIDIA tech report (low res, brightened) (2 MB PDF) Abstract Video results (154 MB MP4) Video results (YouTube) Demo (154 MB Windows
in Proceedings of ACM SIGGRAPH / Eurographics High-Performance Graphics 2012 (HPG '12) Morgan McGuire, NVIDIA and Williams College Michael Mara, NVIDIA David Luebke, NVIDIA ACM Copyright Notice Copyright by the Association for Computing Machinery, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are
Meshes San Miguel meshes/san-miguel-icon.png meshes/san-miguel.zip Triangles: 7,880,512 Vertices: 6,720,106 55 MB Guillermo M. Leal Llaguno http://www.evvisual.com/ 2011-08-24 This scene was modeled by Guillermo M. Leal Llaguno of Evolucién Visual, based on a hacienda that he visited in San Miguel de Allende, Mexico. I flattened the instancing from the original for convenience in research use. I t
in Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2012 (I3D'12) Morgan McGuire, NVIDIA and Williams College Padraic Hennessy, Vicarious Visions Michael Bukowski, Vicarious Visions Brian Osman, Vicarious Visions ACM Copyright Notice Copyright by the Association for Computing Machinery, Inc. Permission to make digital or hard copies of part or all of this work for per
Games like Prince of Persia and Battlefield Heroes deliver artistic visions beyond standard photo-realistic 3D. In this course, game developers teach the challenges of creating distinctive visual styles for interactive environments and some of their own solutions. Topics include the art pipeline, rendering algorithms, and integrating visuals with gameplay. Why stylized rendering? As they matured,
in Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11) Morgan McGuire, Williams College and NVIDIA Research Eric Enderton, NVIDIA Research McGuire and Enderton, Colored Stochastic Shadow Maps, Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2011 (I3D'11), February, 2011. [Local PDF] [NVIDIA PDF] McGuire, Hardware-Accelerated Colored Stochastic
Too True to be Good I find real phenomena that resemble computer graphics artifacts amusing. Here are some real photographs that look like rendered images.
Hardware-Accelerated Global Illumination by Image Space Photon Mapping We describe an extension to photon mapping that recasts the most expensive steps of the algorithm -- the initial and final photon bounces -- as image-space operations amenable to GPU acceleration. This enables global illumination for real-time applications as well as accelerating it for offline rendering. Image Space Photon Ma
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