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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:      cover          
Full Contents:      click to dowload Download
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.
   

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