Difference between revisions of "Computer Graphics"

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Traditional graphics renders “hard” shadows from a point light source like a candle, but neglects “soft” effects including shadows from a large area light source like a cloudy sky or a picture window. These effects add realism and provide cues that enhance our perception of shape. Until now, capturing soft effects has involved sampling rays originating from every surface point in all directions towards the light sources to determine whether intervening objects block or reflect the light. While this method is computationally expensive, newer methods are being explored.
 
Traditional graphics renders “hard” shadows from a point light source like a candle, but neglects “soft” effects including shadows from a large area light source like a cloudy sky or a picture window. These effects add realism and provide cues that enhance our perception of shape. Until now, capturing soft effects has involved sampling rays originating from every surface point in all directions towards the light sources to determine whether intervening objects block or reflect the light. While this method is computationally expensive, newer methods are being explored.
  
==REfernces and Useful Links==
+
==References and Useful Links==
  
 
http://research.microsoft.com/graphics/
 
http://research.microsoft.com/graphics/
  
 
http://www.cs.umanitoba.ca/newsite/research.htm
 
http://www.cs.umanitoba.ca/newsite/research.htm

Revision as of 23:33, 4 December 2007

COMP 1010 Home > More About Computer Science


Introduction

Generating computer graphics is computationally intensive. Synthesizing all known or imaginable visual effects in real-time is far from being realized. Specialized graphics hardware is becoming more powerful, and any person that has played with a PlayStation or Xbox realizes the effect that powerful graphics have. As applications demand better graphics, newer technology and algorithms will need to be developed.

   

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Real-Time Soft Global Illumination

Traditional graphics renders “hard” shadows from a point light source like a candle, but neglects “soft” effects including shadows from a large area light source like a cloudy sky or a picture window. These effects add realism and provide cues that enhance our perception of shape. Until now, capturing soft effects has involved sampling rays originating from every surface point in all directions towards the light sources to determine whether intervening objects block or reflect the light. While this method is computationally expensive, newer methods are being explored.

References and Useful Links

http://research.microsoft.com/graphics/

http://www.cs.umanitoba.ca/newsite/research.htm