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dc.contributor.authorPires, Pedroen_US
dc.contributor.authorPereira, Joãoen_US
dc.contributor.editorJoaquim Madeiraen_US
dc.contributor.editorJorge Salvador Marquesen_US
dc.contributor.editorMiguel Salles Diasen_US
dc.contributor.editorJoaquim A. Jorgeen_US
dc.date.accessioned2022-12-21T08:48:33Z
dc.date.available2022-12-21T08:48:33Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-193-9
dc.identifier.urihttps://doi.org/10.2312/pt.20011315
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20011315
dc.description.abstractThis paper presents a novel approach to the real-time rendering of complex scenes problem. Up to the present date, a huge number of acceleration techniques have been proposed, although most are geared towards a specific kind of scene. Instead of using a single, or a fixed set of rendering acceleration techniques, we propose the use of several, and to select the best one based on the current viewpoint. Thus, dynamically adapting the rendering process to the contents of the scene, it is possible to take advantage of all these techniques when they are better suited, rendering scenes that would otherwise be too complex to display at interactive frame rates. We describe a framework capable of achieving this purpose, consisting on a pre-processor and an interactive rendering engine. The framework is geared towards interactive applications were a complex and large scene has to be rendered at interactive frame rates. Finally, results and performance measures taken from our test implementation are given.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectReal-Time Rendering, Scene Management, Visibility Culling, Levels-of-Detail, Image-Based Acceleration Techniques
dc.subjectReal
dc.subjectTime Rendering
dc.subjectScene Management
dc.subjectVisibility Culling
dc.subjectLevels
dc.subjectof
dc.subjectDetail
dc.subjectImage
dc.subjectBased Acceleration Techniques
dc.titleDynamic Algorithm Selection: A New Approach to the Real-Time Rendering of Complex Scenes Problemen_US
dc.description.seriesinformation10º Encontro Português de Computação Gráfica
dc.description.sectionheadersSíntese de Imagem
dc.identifier.doi10.2312/pt.20011315
dc.identifier.pages23-31
dc.identifier.pages9 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License