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...

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Bibliographic Details
Main Author: Kupersmidt, Itamar
Format: Others
Language:English
Published: Blekinge Tekniska Högskola 2018
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16671

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