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It was illustrated in 1996 that the light leaving the convex hull of an object (or entering a convex region of empty space) Cm be my characterized by a 4D function over the space" of rays crowing a surface surrounding the object (or surrounding the empty apace) 10, 8. Methods to repre sent this function and quickly render individual images from this representation given an arbitrary cameras were also described. This paper extends the work outlined by Gortler et al 8 by demonstrating a taxonomy of methods to accelerate the rendering process by trading off quality for time. Given the speciiic limitation of a given hardware configuration, we discuss methods to tailor a critical time rendering strategy using these methods.
Sloan et al. (Wed,) studied this question.