Meshlets and How to Shade Them: A Study on Texture‐Space Shading

Author:

Neff T.1ORCID,Mueller J. H.1ORCID,Steinberger M.1ORCID,Schmalstieg D.1ORCID

Affiliation:

1. Graz University of Technology, Institute of Computer Graphics and Vision Austria

Publisher

Wiley

Subject

Computer Graphics and Computer-Aided Design

Reference27 articles.

1. Akeley Kurt. “Reality Engine Graphics”.Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques. SIGGRAPH ‘93. Anaheim CA: Association for Computing Machinery 1993 109–116. isbn: 0897916018. doi:10.1145/166117.166131. url:https://doi.org/10.1145/166117.1661313.

2. FLIP: A Difference Evaluator for Alternating Images;Andersson Pontus;Proceedings of the ACM on Computer Graphics and Interactive Techniques,2020

3. The Visibility Buffer: A Cache‐Friendly Approach to Deferred Shading;Burns Christopher A.;Journal of Computer Graphics Techniques (JCGT),2013

4. Burley BrentandLacewell Dylan. “Ptex: Per‐Face Texture Mapping for Production Rendering”.Eurographics Symposium on Rendering 2008.2008 1155–11644.

5. EpicGames.Lumen Technical Details. Visited on September 01 2021.2021. url:https://docs.unrealengine.com/5.0/en-US/RenderingFeatures/Lumen/TechOverview/2.

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