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Timestamp:
09/28/06 21:37:03 (18 years ago)
Author:
denisa
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1 edited

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  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/Preview/body_news.html

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    7678                            <P><B>Tutorial T4 @ EG06 </B>- <A HREF="http://www.cgg.cvut.cz/~havran/eg2006tut/"><I>Efficient Sorting and Searching in Rendering Algorithms</I></A>, presented <B>GTP</B> research &amp;&nbsp; <B>GTP technology</B> <A HREF="http://www.gametools.org/archives/publications/tut4eg06.pdf">(click here to download the PDF)</A>:</P> 
    7779                            <BLOCKQUOTE><SPAN STYLE="font-size: 9pt;">The tutorial highlights the connection between rendering algorithms and sorting and searching as classical problems studied in computer science. Both theoretical and empirical evidence that for many rendering techniques most time is spent by sorting and searching is provided. In particular we will discuss problems and solutions for visibility computation, density estimation, and importance sampling. For each problem we mention its specific issues such as dimensionality of the search domain or online versus offline searching. We will present the underlying data structures and their enhancements in the context of specific rendering algorithms such as ray shooting, photon mapping, and hidden surface removal.</SPAN></BLOCKQUOTE> 
    78                             <P><SPAN STYLE="font-size: 9pt;"></SPAN>&nbsp;</P> 
     80                            <P><B>Tutorial T12 @ EG06 - </B><A HREF="http://www.iit.bme.hu/~szirmay/gpugi_link.htm"><I>GPUGI: Global Illumination Effects on the GPU</I></A> </P> 
     81                            <BLOCKQUOTE><SPAN STYLE="font-size: 9pt;">In this tutorial we explain how global illumination rendering methods can be&nbsp;implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of DirectX/OpenGL pipelines,&nbsp;but require global geometric or illumination information when shading a point.&nbsp;In addition to the theory and state of the art of these approaches, we go into&nbsp;the details of a few algorithms, including mirror reflections, reflactions,&nbsp;caustics, diffuse/glossy indirect illumination, precomputation aided global&nbsp;illumination for surface and volumetric models, obscurances and tone mapping,&nbsp;also giving their GPU implementation in HLSL or Cg language.</SPAN></BLOCKQUOTE> 
     82                            <P>&nbsp;</P> 
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