http://www.realtimerendering.com/resources/shaderx/ Brennan, Chris, "Diffuse Cube Mapping," in Wolfgang Engel, ed., Direct3D ShaderX: Vertex & Pixel Shader Tips and Techniques, Wordware, pp. 287-289, May 2002. http://www.realtimerendering.com/resources/shaderx/ Breslav, Simon, Karol ...
but well, that was a lifetime ago, and now if I have to decompose a matrix I break into a cold sweat. I still fall prey to the occasionalimpostor syndromebecause of this; but I ultimately take comfort knowing that I have spent the last ...
Based on this assumption, we propose RNIA-Nets to jointly retouch color and denoise real noise images. There are five subsections in this section that introduce the process of establishing new assumptions: the pipeline built based on the new assumption, the salient-aware stylistic color retouching...
using a combination of screen-door transparency, multisampling (MSAA), and random masks per fragment (with D3D 10.1). This can generate a lot of noise, so much of the presentation was devoted to mitigating that, such as using per-primitive random number seeding to look OK in motion. This ...
A computer-implemented method for real time video processing for changing a color of an object in a video, the method being performed in connection with a computerized system comprising a processing unit and a memory, the method comprising: providing an object in the video that at least partiall...
Imagine a future where language is no longer a barrier to real-time conversations, enabling instant and lifelike communication across the globe. As cultural boundaries blur, the demand for seamless multilingual communication has become a critical technological challenge. This paper addresses the lack of...
The weighted average considers the information of the same pixels with the same tone. The benefit of a bilateral filter is that it efficiently eliminates the noise and preserves the edge information. The bilateral filter is expressed by ℜ [𝑃]𝑥=1𝑤𝑥 ∑𝑦∈𝛭𝐺𝑎𝜎...
Generation and rendering of a terrain using Perlin noise, erosion and fixed grid geometry. Ocean rendering using a tesselated plane, far-distance proxy and absorption/scattering look-up table. Planned I would like to add some additional features to Rendu in the near future, mainly to get a bet...