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        "title": "Sturning Technology - Real-Time Rendering of Non Photorealistic 3d Worlds",
        "date": "2013-07",
        "abstract": "We introduce a new technology, “Sturning Technology” for artistic, non photorealistic, emotional real time rendering of 3d scenes and blending between the different emotional renderings to show the current emotional state of the viewer of the scene. The European art history with Impressionism, Expressionism and Romanticism is taken as reference for creating these emotional renderings because the painters of these areas wanted to evoke nothing more but pure emotions in just one single “frame”. This technology can be used for all kinds of interactive applications but mainly for games in which the player naturally undergoes many different sensations. We believe that emotional renderings can help a lot to create a much deeper emotional gaming experience where the graphics are directly linked to the emotional state of the player.",
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    {
        "id": "EISEMANN-2011-RTS",
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        "title": "Real-Time Shadows",
        "date": "2011",
        "abstract": "Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal.\n\nReal-Time Shadows is a comprehensive guide to the theory and practice of real-time shadow techniques. It covers a large variety of different effects, including hard, soft, volumetric, and semi-transparent shadows.\n\nThe book explains the basics as well as many advanced aspects related to the domain of shadow computation. It presents interactive solutions and practical details on shadow computation. The authors compare various algorithms for creating real-time shadows and illustrate how they are used in different situations. They explore the limitations and failure cases, advantages and disadvantages, and suitability of the algorithms in several applications. Source code, videos, tutorials, and more are available on the book’s website.",
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        "isbn": "978-1568814384",
        "pages": "398",
        "publisher": "A.K. Peters",
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        "keywords": [
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    {
        "id": "scherzer2010b",
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        "tu_id": null,
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        "title": "Temporal Coherence in Real-Time Rendering",
        "date": "2010",
        "abstract": "Real-time rendering imposes the challenging task of creating a new rendering of an input scene at least 60 times per second. Although computer graphics\nhardware has made staggering advances in terms of\nspeed and freedom of programmability in recent years,\nthere still exists a number of algorithms that are\njust too expensive to be calculated in this time budget,\nlike for instance exact shadows or an exact global illumination\nsolution. One way to circumvent this hard time limit\nis to capitalize on temporal coherence to formulate\nalgorithms incremental in time.\nTo this end, three algorithms which successfully incorporate temporal coherence are analysed in detail.\nTo highlight the benefits which are provided by these new practical algorithms, this book also includes the respective previous work.\nThis includes not only the field of temporal coherence, but also the fields of real-time hard and soft shadows and discrete LOD blending.\nThis book targets computer scientists and students with prior knowledge in real-time rendering.",
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        "pages": "122",
        "publisher": "Verlag Dr. Müller",
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    {
        "id": "mattausch-2010-var",
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        "title": "Visibility Algorithms for Real-Time Rendering",
        "date": "2010",
        "abstract": null,
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        "isbn": "978-3-8381-1887-1",
        "pages": "212",
        "publisher": "Suedwestdeutscher Verlag fuer Hochschulschriften",
        "research_areas": [
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        ],
        "keywords": [
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            "occlusion culling ",
            "ambient occlusion",
            "visibility"
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    {
        "id": "Habel-09-THB",
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        "title": "Real-time Rendering and Animation of Vegetation: Advances in displaying vegetation for interactive applications",
        "date": "2009",
        "abstract": "Vegetation rendering and animation in real-time applications still pose a significant problem due to the inherent complexity of plants. Both the high geometric complexity and intricate light\ntransport require specialized techniques to achieve high-quality rendering of vegetation in real time.\nThis thesis presents new algorithms that address various areas of both vegetation rendering and animation. For grass rendering, an efficient algorithm to display grass is introduced. Also, a\nmethod to efficiently render leaves is introduced.\nLeaves exhibit a complex light transport behavior due to subsurface scattering and special attention is given to the translucency of leaves, an integral part of leaf shading.\nTo animate a tree, a novel deformation method based on a structural mechanics model that incorporates the important physical properties of branches is introduced. To drive this deformation, an optimized spectral approach that also incorporates the physical properties of branches is used. Additionally, a method to use dynamic skylight models in spherical harmonics precomputed radiance transfer techniques is introduced, allowing to change the skylight parameters in real time. ",
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