Objects and scenes in virtual worlds such as 3-d computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformati...
We present a real-time algorithm called compensated ray marching for rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition ...
Kun Zhou, Zhong Ren, Stephen Lin, Hujun Bao, Baini...
Scattering in participating media, such as fog or haze, generates volumetric lighting effects known as crepuscular or god rays. Rendering such effects greatly enhances the realism...
Local perception filters exploit the limitations of human perception to reduce the effects of network latency in multiplayer computer games. Because they allow temporal distorti...
In Virtual Environments (VE), users are often facing tasks that involve direct manipulation of virtual objects at close distances, such as touching, grabbing, placement. In immers...
Andrei Sherstyuk, Arindam Dey, Christian Sandor, A...