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dc.contributor.authorUdeshi, Tusharen_US
dc.contributor.authorHansen, Charles D.en_US
dc.contributor.editorDani Lischinski and Greg Ward Larsonen_US
dc.date.accessioned2014-01-27T13:43:49Z
dc.date.available2014-01-27T13:43:49Z
dc.date.issued1999en_US
dc.identifier.isbn3-211-83382-Xen_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR99/063-076en_US
dc.description.abstractPhotorealistic rendering methods produce accurate solutions to the rendering equation but are computationally expensive and typically noninteractive. Some researchers have used graphics hardware to obtain photorealistic effects but not at interactive frame rates. We describe a technique to achieve near photorealism of simple indoor scenes at interactive rates using both CPUs and graphics hardware in parallel. This allows the user the ability to interactively move objects and lights in the scene. Our goal is to introduce as many global illumination effects as possible while maintaining a high frame rate. We describe methods to generate soft shadows, approximate one-bounce indirect lighting, and specular reflection and refraction effects.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleTowards Interactive Photorealistic Rendering of Indoor Scenes: A Hybrid Approachen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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