This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyo...
This paper presents an algorithm for shadow calculation in dynamic polyhedral scenes illuminated by point light sources. It is based on a modi cation of Shadow Volume Binary Space...
Physically plausible illumination at real-time framerates is often achieved using approximations. One popular example is ambient occlusion (AO), for which very simple and efficie...
Creating and rendering realistic water is one of the most daunting tasks in computer graphics. Realistic rendering of water requires that the sunlight and skylight illumination ar...
The context of this work is the search for realism and believability of Virtual Humans. Our contribution to achieve this goal is to enable Virtual Humans (VH) to react to spontane...