This paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games. We use lattices and...
Virtual environments are typically textured by manually choosing an image to apply on each surface. This implies browsing through large sets of generic textures for each and every...
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...
In image-based rendering, images acquired from a scene are used to represent the scene itself. A number of reference images are required to fully represent even the simplest scene...
A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed for ray tr...
Kirill Garanzha, Jacopo Pantaleoni, David K. McAll...