{"author_url":"https://blog.hatena.ne.jp/hanecci/","width":"100%","height":"190","categories":[],"author_name":"hanecci","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","url":"https://hanecci.hatenadiary.org/entry/20100814/1281805322","title":"\"Multiresolution Splatting for Indirect Illumination\"\u306e\u6982\u8981","published":"2010-08-14 02:02:02","image_url":null,"provider_url":"https://hatena.blog","version":"1.0","provider_name":"Hatena Blog","type":"rich","blog_url":"https://hanecci.hatenadiary.org/","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20100814%2F1281805322\" title=\"&quot;Multiresolution Splatting for Indirect Illumination&quot;\u306e\u6982\u8981 - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","description":"\u8ad6\u6587\"Multiresolution Splatting for Indirect Illumination\"\u3092\u8aad\u307f\u307e\u3057\u305f\u306e\u3067, \u6982\u8981\u3092\u66f8\u304d\u307e\u3059. \"Multiresolution Splatting for Indirect Illumination\". Greg Nichols, Chris Wyman. In Symposium on Interactive 3D Graphics and Games, pp.83-90, 2009. \u4e00\u8a00\u3067\u8a00\u3046\u3068, \"Splatting Indirect Illumination\" \u3092\u6539\u826f\u3057\u3066, \u9593\u63a5\u5149\u304c\u4e0e\u3048\u308b\u5f71\u97ff\u306e\u7bc4\u56f2\u3092\u8868\u3057\u305f AABB(Axis-A\u2026"}