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  1. 論文誌(ジャーナル)
  2. Vol.57
  3. No.7

Implementing a Rasterization Framework for a Black Hole Spacetime

https://ipsj.ixsq.nii.ac.jp/records/169480
https://ipsj.ixsq.nii.ac.jp/records/169480
bd55ee26-cb94-4409-9486-e1f477322378
名前 / ファイル ライセンス アクション
IPSJ-JNL5707013.pdf IPSJ-JNL5707013.pdf (2.1 MB)
Copyright (c) 2016 by the Information Processing Society of Japan
オープンアクセス
Item type Journal(1)
公開日 2016-07-15
タイトル
タイトル Implementing a Rasterization Framework for a Black Hole Spacetime
タイトル
言語 en
タイトル Implementing a Rasterization Framework for a Black Hole Spacetime
言語
言語 eng
キーワード
主題Scheme Other
主題 [一般論文] rasterization, black hole, graphics processing unit
資源タイプ
資源タイプ識別子 http://purl.org/coar/resource_type/c_6501
資源タイプ journal article
著者所属
Department of Information Science, Saga University
著者所属(英)
en
Department of Information Science, Saga University
著者名 Yoshiyuki, Yamashita

× Yoshiyuki, Yamashita

Yoshiyuki, Yamashita

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著者名(英) Yoshiyuki, Yamashita

× Yoshiyuki, Yamashita

en Yoshiyuki, Yamashita

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論文抄録
内容記述タイプ Other
内容記述 The theory of general relativity predicts that the strong gravity of a black hole bends the trajectories of light rays. Calculating their bendings numerically, we can obtain a 3D CG image when the view point is set in the black hole spacetime. The existing researches adopt the ray tracing method for rendering while we adopt the rasterization method in this paper. In order to achieve fast perspective projection in the curved spacetime, we calculate more than thirty million light trajectories on an optimally constructed computational mesh in advance and let a GPU interpolate them when rendering. Furthermore, in order to render the lines and triangular polygons of CG objects accurately, we apply the dynamic subdividing technique (tessellation). Various types of CG programs can be easily written in the same way as in the conventional 3D CG programming with a common graphics API. Utilizing the recent computing power of the GPU, the rendering performance of nearly one million polygons per second is achieved even on a notebook PC.
------------------------------
This is a preprint of an article intended for publication Journal of
Information Processing(JIP). This preprint should not be cited. This
article should be cited as: Journal of Information Processing Vol.24(2016) No.4 (online)
DOI http://dx.doi.org/10.2197/ipsjjip.24.690
------------------------------
論文抄録(英)
内容記述タイプ Other
内容記述 The theory of general relativity predicts that the strong gravity of a black hole bends the trajectories of light rays. Calculating their bendings numerically, we can obtain a 3D CG image when the view point is set in the black hole spacetime. The existing researches adopt the ray tracing method for rendering while we adopt the rasterization method in this paper. In order to achieve fast perspective projection in the curved spacetime, we calculate more than thirty million light trajectories on an optimally constructed computational mesh in advance and let a GPU interpolate them when rendering. Furthermore, in order to render the lines and triangular polygons of CG objects accurately, we apply the dynamic subdividing technique (tessellation). Various types of CG programs can be easily written in the same way as in the conventional 3D CG programming with a common graphics API. Utilizing the recent computing power of the GPU, the rendering performance of nearly one million polygons per second is achieved even on a notebook PC.
------------------------------
This is a preprint of an article intended for publication Journal of
Information Processing(JIP). This preprint should not be cited. This
article should be cited as: Journal of Information Processing Vol.24(2016) No.4 (online)
DOI http://dx.doi.org/10.2197/ipsjjip.24.690
------------------------------
書誌レコードID
収録物識別子タイプ NCID
収録物識別子 AN00116647
書誌情報 情報処理学会論文誌

巻 57, 号 7, 発行日 2016-07-15
ISSN
収録物識別子タイプ ISSN
収録物識別子 1882-7764
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