We present a new and accurate method to render the atmosphere in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering i...
In this paper we introduce GPU particle tracing for the visualization of 3D diffusion tensor fields. For about half a million particles, reconstruction of diffusion directions fr...
In this work we address the problem of computing pointbased surface approximations from point clouds. Our approach is based on recently presented methods that define the approxim...
Joao Paulo Gois, Eduardo Tejada, Tiago Etiene, Lui...
We present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can ...
It is difficult to render caustic patterns at interactive frame rates. This paper introduces new rendering techniques that relax current constraints, allowing scenes with moving, n...