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COMPGEOM
2003
ACM
14 years 28 days ago
Cost-driven octree construction schemes: an experimental study
Given a scene consisting of objects, ray shooting queries answer with the first object encountered by a given ray, and are used in ray tracing and radiosity for rendering photo-r...
Boris Aronov, Hervé Brönnimann, Allen ...
VISUALIZATION
1999
IEEE
13 years 12 months ago
Rendering on a Budget: A Framework for Time-Critical Rendering
We present a technique for optimizing the rendering of highdepth complexity scenes. Prioritized-Layered Projection (PLP) does this by rendering an estimation of the visible set fo...
James T. Klosowski, Cláudio T. Silva
CGI
2004
IEEE
13 years 11 months ago
Physically-Based Simulation of Objects Represented by Surface Meshes
Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformati...
Matthias Müller, Matthias Teschner, Markus H....
SIGGRAPH
2000
ACM
13 years 11 months ago
Acquiring the reflectance field of a human face
We present a method to acquire the reflectance field of a human face and use these measurements to render the face under arbitrary changes in lighting and viewpoint. We first acqu...
Paul E. Debevec, Tim Hawkins, Chris Tchou, Haarm-P...
SIGGRAPH
1995
ACM
13 years 11 months ago
A realistic camera model for computer graphics
Most recent rendering research has concentrated on two subproblems: modeling the reflection of light from materials, and calculating the direct and indirect illumination from lig...
Craig E. Kolb, Don P. Mitchell, Pat Hanrahan