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übersetzte Zusammenfassung
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Realistic physically-based visual representations of liquids require three main steps to be conducted: simulation, surface extraction and rendering. Since each of these steps in itself is a computationally complex task, realistic representations of
liquids is a time-consuming endeavor. As a result, approaches that aim for real-time rendering and interactivity usually have to trade off quality for rendering speed. The goal of this thesis is to accelerate the representations of realistic liquids to achieve real-time frame rates. This is accomplished by devising novel dedicated acceleration techniques for each of the above mentioned steps. |
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Schlagworte: |
I.3.7 Computer Graphics - Three-Dimensional Graphics and Realism, I.6.8 Simulation and Modeling - Types of Simulation, Real-Time Liquid Simulation |
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DDC Klassifikation : |
000 Allgemeines, Wissenschaft |
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