
Traditional physically-based renderers can produce highly realistic imagery; however, suffer from lengthy execution times, which make them impractical for use in interactive applications. Selective rendering exploits limitations in the human visual system to render images that are perceptually similar to high-fidelity renderings in a fraction of the time. This paper outlines current research being carried out by the author to tackle this problem, using a combination of ray-tracing acceleration techniques, GPU-based processing, and selective rendering methods. The research will also seek to confirm results published in literature, which indicate that users fail to notice any quality degradation between high-fidelity imagery and a corresponding selective rendering.
peer-reviewed
Real-time rendering (Computer graphics), Rendering (Computer graphics), Image processing -- Digital techniques
Real-time rendering (Computer graphics), Rendering (Computer graphics), Image processing -- Digital techniques
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