Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/106758
Title: High-fidelity graphics for dynamically generated environments using distributed computing
Authors: Bugeja, Keith
Debattista, Kurt
Spina, Sandro
Chalmers, Alan
Keywords: Electronic data processing -- Distributed processing
Computer graphics
Computational complexity
Issue Date: 2014
Publisher: Institute of Electrical and Electronics Engineers
Citation: Bugeja, K., Debattista, K., Spina, S., & Chalmers, A. (2014, September). High-fidelity graphics for dynamically generated environments using distributed computing. In 2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Malta. 1-8.
Abstract: In many serious games and applications, increasing visual fidelity enhances immersion. While physically-based renderers can produce highly realistic imagery by correctly simulating light propagation, these are impractical in the context of interactive applications due to lengthy computations. For real-time applications, several rasterisation-based techniques have been developed to augment the visual realism in a scene, such as the inclusion of shadows and ambient occlusion. These techniques however, come at the cost of additional compute resources from GPUs. This paper describes a novel technique which takes advantage of the distributed computational resources available at peers participating in a serious game to precompute the light distribution in the virtual environment. This additional information is then included within the vertex geometry of the scene and used at no extra costs whilst rendering. Experimental evaluation shows that the rendered virtual environments are much more realistic and more closely match reference imagery generated by physically-based renderers.
URI: https://www.um.edu.mt/library/oar/handle/123456789/106758
Appears in Collections:Scholarly Works - FacICTCS

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