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SIGGRAPH
2000
ACM
13 years 12 months ago
A fast relighting engine for interactive cinematic lighting design
We present new techniques for interactive cinematic lighting design of complex scenes that use procedural shaders. Deep-framebuffers are used to store the geometric and optical in...
Reid Gershbein, Pat Hanrahan
CGF
2008
168views more  CGF 2008»
13 years 7 months ago
Interactive Global Illumination for Deformable Geometry in CUDA
Interactive global illumination for fully deformable scenes with dynamic relighting is currently a very elusive goal in the area of realistic rendering. In this work we propose a ...
Arne Schmitz, Markus Tavenrath, Leif Kobbelt
TVCG
2008
144views more  TVCG 2008»
13 years 7 months ago
Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer
This paper presents a novel basis function, called spherical piecewise constant basis function (SPCBF), for precomputed radiance transfer. SPCBFs have several desirable properties:...
Kun Xu, Yun-Tao Jia, Hongbo Fu, Shi-Min Hu, Chiew-...
CGF
1999
79views more  CGF 1999»
13 years 7 months ago
A Practical Analysis of Clustering Strategies for Hierarchical Radiosity
The calculation of radiant energy balance in complex scenes has been made possible by hierarchical radiosity methods based on clustering mechanisms. Although clustering offers an ...
Jean-Marc Hasenfratz, Cyrille Damez, Franço...
VRCAI
2006
ACM
14 years 1 months ago
Parallel-split shadow maps for large-scale virtual environments
Shadowing effects dramatically enhance the realism of virtual environments by providing useful visual cues. Shadow mapping is an efficient algorithm for real-time shadow renderin...
Fan Zhang, Hanqiu Sun, Leilei Xu, Lee Kit Lun