Self-shadowing is an important factor in the appearance of hair and fur. In this paper we present a new rendering algorithm to accurately compute shadowed hair at interactive rate...
Tom Mertens, Jan Kautz, Philippe Bekaert, Frank Va...
High-order and regularly sampled surface representations are more efficient and compact than general meshes and considerably simplify many geometric modeling and processing algor...
Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often represented as complex triangle meshes, challenge rendering performance...
We present a new method that utilizes path coherence to accelerate walkthroughs of geometrically complex static scenes. As a preprocessing step, our method constructs a BSP-tree t...
Jonathan Shade, Dani Lischinski, David Salesin, To...
In this paper, we present a technique for rendering displacement mapped geometry using current graphics hardware. Our method renders a displacement by slicing through the enclosin...