This paper proposes a massively parallel hardware architecture for efficient tracing of incoherent rays, e.g. for global illumination. The general approach is centered around hier...
We introduce a framework for texturing volumetric objects with displacement maps and texture maps, which are introduced as volume modeling tools. In this framework, an implicit-to...
In this paper we present an efficient data structure and algorithms for GPU ray tracing of secondary effects like reflections, refractions and shadows. Our method extends previo...
Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle...
We present a hardware-accelerated method for rendering high quality, antialiased shadows using the shadow map approach. Instead of relying on dedicated hardware support for shadow...