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Description
  • 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.
  • 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. (en)
Title
  • Holographic Approach for an Eye Simulation
  • Holographic Approach for an Eye Simulation (en)
skos:prefLabel
  • Holographic Approach for an Eye Simulation
  • Holographic Approach for an Eye Simulation (en)
skos:notation
  • RIV/68407700:21230/10:00169760!RIV11-MSM-21230___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(LC06008), P(MEB060906), S
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 262044
http://linked.open...ai/riv/idVysledku
  • RIV/68407700:21230/10:00169760
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • Rendering; GPU acceleration; screen space effects (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...ontrolniKodProRIV
  • [3C98754CB2AB]
http://linked.open...v/mistoKonaniAkce
  • Freiburg
http://linked.open...i/riv/mistoVydani
  • Lisboa
http://linked.open...i/riv/nazevZdroje
  • IADIS Multi Conference on Computer Science and Information Systems
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...iv/tvurceVysledku
  • Novosad, Lukas Mathias
  • Ziegler, R.
http://linked.open...vavai/riv/typAkce
http://linked.open.../riv/zahajeniAkce
number of pages
http://purl.org/ne...btex#hasPublisher
  • IADIS Press
https://schema.org/isbn
  • 978-972-8939-22-9
http://localhost/t...ganizacniJednotka
  • 21230
is http://linked.open...avai/riv/vysledek of
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