{"id":4295,"date":"2011-06-08T09:35:28","date_gmt":"2011-06-08T09:35:28","guid":{"rendered":"http:\/\/hgpu.org\/?p=4295"},"modified":"2011-06-08T09:35:28","modified_gmt":"2011-06-08T09:35:28","slug":"compensating-indirect-scattering-for-immersive-and-semi-immersive-projection-displays","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=4295","title":{"rendered":"Compensating Indirect Scattering for Immersive and Semi-Immersive Projection Displays"},"content":{"rendered":"<p>We present a real-time reverse radiosity method for compensating indirect scattering effects that occur with immersive and semi-immersive projection displays. It computes a numerical solution directly on the GPU and is implemented with pixel shading and multi-pass rendering which together realizes a Jacobi solver for sparse matrix linear equation systems. Our method is validated and evaluated based on a stereoscopic two-sided wall display. The images appear more brilliant and uniform when compensating the scattering contribution.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We present a real-time reverse radiosity method for compensating indirect scattering effects that occur with immersive and semi-immersive projection displays. It computes a numerical solution directly on the GPU and is implemented with pixel shading and multi-pass rendering which together realizes a Jacobi solver for sparse matrix linear equation systems. Our method is validated and [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[36,11,3],"tags":[1787,1782,119,144,421,869],"class_list":["post-4295","post","type-post","status-publish","format-standard","hentry","category-algorithms","category-computer-science","category-paper","tag-algorithms","tag-computer-science","tag-presentation","tag-rendering","tag-sparse-matrix","tag-virtual-reality"],"views":1929,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/4295","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=4295"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/4295\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=4295"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=4295"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=4295"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}