Alternating Physically Based Renderingin Low-lit Areas
Background The increase in screen resolution has increased from HD to Ultra-HDduring the last decade. A modern game today with Ultra-HD resolution has overeight million pixels that need to be shaded, combined with the expensive shadingmethod Physically Based Rendering the equations needed to calcula...
Main Author: | Kupersmidt, Itamar |
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Format: | Others |
Language: | English |
Published: |
Blekinge Tekniska Högskola
2018
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Subjects: | |
Online Access: | http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16671 |
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