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Compensating Indirect Scattering
Uploaded by: arBUW
Video Description:
Compensating Indirect Scattering for Immersive and Semi-Immersive Projection Displays
Concavely shaped projection screens, such as CAVEs, two-sided workbenches, domes, or cylinders scatter a fraction of light to other screen portions. The amount of indirect illumination adds to the directly projected image and causes the displayed content to appear partially inconsistent and washed out. We have developed a reverse radiosity method that compensates first-level and higher-level secondary scattering effects in real-time. The images appear more brilliant and uniform when reducing the scattering contribution. A numerical solution is approximated with Jacobi iteration for a sparse-matrix linear equation system on the GPU. Efficient data structures allow packing the required data into textures which are processed by pixel shaders. Frame-buffer objects are used for a fast exchange of intermediate iteration results, and enable computations with floating point precision. Our algorithm's result can be optimized for quality or performance.
Tags for this video: augmented compensation computer electronics environment projection reality
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