Title:
|
HOLOGRAPHIC APPROACH FOR AN EYE SIMULATION |
Author(s):
|
Lukas Novosad, Remo Ziegler |
ISBN:
|
978-972-8939-22-9 |
Editors:
|
Yingcai Xiao, Tomaz Amon and Piet Kommers |
Year:
|
2010 |
Edition:
|
Single |
Keywords:
|
Rendering, GPU acceleration, screen space effects |
Type:
|
Full Paper |
First Page:
|
39 |
Last Page:
|
46 |
Language:
|
English |
Cover:
|
|
Full Contents:
|
click to dowload
|
Paper Abstract:
|
Virtual scenes used in state-of-the-art computer games and animated movies appear as realistic as possible by using the latest graphics algorithms and hardware available. This work aims to improve the realism in the way the scene is perceived by the user. Usually a pinhole camera is placed into the scene and the projected image is presented to the viewer. We want to improve the image which is presented to the user by simulating an eye, which is divided into different layers. Each one of these layers provides individual features. The approach is based on wave optics and is able to simulate effects of refraction, diffraction, high-dynamic range lighting, and depth-of-field. This simulation is implemented by using an NVidia CUDA device with its GPGPU capabilities and unified shader architecture. Our framework offers a simple interface which only requires access to the frame buffer and depth buffer. As a consequence it may be plugged into existing engines in a straightforward manner as a simple extension. |
|
|
|
|