NATUS : A Physically-Based Rendering Engine with Real-Time Global Illumination
- Autores
- Barrio, Ignacio del; Ganuza, María Luján; Castro, Silvia Mabel
- Año de publicación
- 2020
- Idioma
- inglés
- Tipo de recurso
- documento de conferencia
- Estado
- versión publicada
- Descripción
- Real-time rendering applications are difficult software engineering development projects, due to the complexity of the implemented algorithms required to achieve interactive frame rates. To provide a faster development process, the rendering engines implement many of these algorithms to support developers. In this article, we present a real-time physically-based rendering engine supporting global illumination. It supports diffuse indirect illumination, glossy reflections, refractions (transparency), soft shadows, and light emitted from emissive surfaces at interactive frame rates.
Workshop: WCGIV – Computación Gráfica, Imágenes y Visualización
Red de Universidades con Carreras en Informática - Materia
-
Ciencias Informáticas
Physically-based rendering
Real-time rendering
Rendering engine
Global illumination
Directx
Cone tracing
Voxels - Nivel de accesibilidad
- acceso abierto
- Condiciones de uso
- http://creativecommons.org/licenses/by-nc-sa/4.0/
- Repositorio
.jpg)
- Institución
- Universidad Nacional de La Plata
- OAI Identificador
- oai:sedici.unlp.edu.ar:10915/113276
Ver los metadatos del registro completo
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NATUS : A Physically-Based Rendering Engine with Real-Time Global IlluminationBarrio, Ignacio delGanuza, María LujánCastro, Silvia MabelCiencias InformáticasPhysically-based renderingReal-time renderingRendering engineGlobal illuminationDirectxCone tracingVoxelsReal-time rendering applications are difficult software engineering development projects, due to the complexity of the implemented algorithms required to achieve interactive frame rates. To provide a faster development process, the rendering engines implement many of these algorithms to support developers. In this article, we present a real-time physically-based rendering engine supporting global illumination. It supports diffuse indirect illumination, glossy reflections, refractions (transparency), soft shadows, and light emitted from emissive surfaces at interactive frame rates.Workshop: WCGIV – Computación Gráfica, Imágenes y VisualizaciónRed de Universidades con Carreras en Informática2020-10info:eu-repo/semantics/conferenceObjectinfo:eu-repo/semantics/publishedVersionObjeto de conferenciahttp://purl.org/coar/resource_type/c_5794info:ar-repo/semantics/documentoDeConferenciaapplication/pdf208-217http://sedici.unlp.edu.ar/handle/10915/113276enginfo:eu-repo/semantics/altIdentifier/isbn/978-987-4417-90-9info:eu-repo/semantics/reference/hdl/10915/113243info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by-nc-sa/4.0/Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)reponame:SEDICI (UNLP)instname:Universidad Nacional de La Platainstacron:UNLP2025-10-29T15:31:28Zoai:sedici.unlp.edu.ar:10915/113276Institucionalhttp://sedici.unlp.edu.ar/Universidad públicaNo correspondehttp://sedici.unlp.edu.ar/oai/snrdalira@sedici.unlp.edu.arArgentinaNo correspondeNo correspondeNo correspondeopendoar:13292025-10-29 15:31:28.548SEDICI (UNLP) - Universidad Nacional de La Platafalse |
| dc.title.none.fl_str_mv |
NATUS : A Physically-Based Rendering Engine with Real-Time Global Illumination |
| title |
NATUS : A Physically-Based Rendering Engine with Real-Time Global Illumination |
| spellingShingle |
NATUS : A Physically-Based Rendering Engine with Real-Time Global Illumination Barrio, Ignacio del Ciencias Informáticas Physically-based rendering Real-time rendering Rendering engine Global illumination Directx Cone tracing Voxels |
| title_short |
NATUS : A Physically-Based Rendering Engine with Real-Time Global Illumination |
| title_full |
NATUS : A Physically-Based Rendering Engine with Real-Time Global Illumination |
| title_fullStr |
NATUS : A Physically-Based Rendering Engine with Real-Time Global Illumination |
| title_full_unstemmed |
NATUS : A Physically-Based Rendering Engine with Real-Time Global Illumination |
| title_sort |
NATUS : A Physically-Based Rendering Engine with Real-Time Global Illumination |
| dc.creator.none.fl_str_mv |
Barrio, Ignacio del Ganuza, María Luján Castro, Silvia Mabel |
| author |
Barrio, Ignacio del |
| author_facet |
Barrio, Ignacio del Ganuza, María Luján Castro, Silvia Mabel |
| author_role |
author |
| author2 |
Ganuza, María Luján Castro, Silvia Mabel |
| author2_role |
author author |
| dc.subject.none.fl_str_mv |
Ciencias Informáticas Physically-based rendering Real-time rendering Rendering engine Global illumination Directx Cone tracing Voxels |
| topic |
Ciencias Informáticas Physically-based rendering Real-time rendering Rendering engine Global illumination Directx Cone tracing Voxels |
| dc.description.none.fl_txt_mv |
Real-time rendering applications are difficult software engineering development projects, due to the complexity of the implemented algorithms required to achieve interactive frame rates. To provide a faster development process, the rendering engines implement many of these algorithms to support developers. In this article, we present a real-time physically-based rendering engine supporting global illumination. It supports diffuse indirect illumination, glossy reflections, refractions (transparency), soft shadows, and light emitted from emissive surfaces at interactive frame rates. Workshop: WCGIV – Computación Gráfica, Imágenes y Visualización Red de Universidades con Carreras en Informática |
| description |
Real-time rendering applications are difficult software engineering development projects, due to the complexity of the implemented algorithms required to achieve interactive frame rates. To provide a faster development process, the rendering engines implement many of these algorithms to support developers. In this article, we present a real-time physically-based rendering engine supporting global illumination. It supports diffuse indirect illumination, glossy reflections, refractions (transparency), soft shadows, and light emitted from emissive surfaces at interactive frame rates. |
| publishDate |
2020 |
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2020-10 |
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eng |
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