Back to Results
First PageMeta Content
Imaging / Rendering / Transmittance / Attenuation coefficient / Transparency and translucency / Color gel / Light scattering / Volume rendering / Ray tracing / 3D computer graphics / Optics / Physics


Bringing Transmittance Function Maps to the Screen: Wrath of the Titans and Prometheus Jose Esteve∗ MPC Jamie Portsmouth†
Add to Reading List

Document Date: 2012-10-03 15:18:54


Open Document

File Size: 4,12 MB

Share Result on Facebook

City

AFAR / Oxford / /

Company

Moving Picture Company / Autodesk / Nvidia / GPU / Clarendon Press / Image 2012 Warner Bros / Warner Bros. / /

/

IndustryTerm

media rendering techniques / considered media / heterogeneous participating media / real-time implementations / dense participating media light / wispy media / adaptive algorithm / graphics hardware / production-quality participating media / real-time applications / dense participating media / light and participating media / heterogeneous media / graphics processor / reference solution / homogeneous media / real-time previsualization / classical ray-marching algorithm / energy / /

Movie

Wrath of the Titans / /

Person

Pascal Gautron‡ Technicolor / Jose Esteve / Jean-Colas Prunier / Jean-Eudes Marvie¶ Technicolor Cyril / Jamie Portsmouth / /

Position

model for volume lighting and modeling / /

ProvinceOrState

New Brunswick / /

PublishedMedium

Computer Graphics / /

Technology

6 Conclusion The Transmittance Function Maps algorithm / 1800 graphics processor / classical ray-marching algorithm / Transmittance Function Maps algorithm / simulation / adaptive algorithm / Transmittance Function Mapping algorithm / /

SocialTag