: The performance of hardware-based interactive rendering systems is often constrained by polygon fill rates and texture map capacity, rather than polygon count alone. We present a...
Reynald Dumont, Fabio Pellacini, James A. Ferwerda
Actual graphic hardware becomes more and more powerful. Consequently, virtual scenes can be rendered in a very good quality integrating dynamic behavior, real-time shadows, bump m...
In this paper, we propose novel GPU accelerated algorithms for interactive point-based rendering (PBR) and high-quality shading of transparent point surfaces. By introducing the c...
We present a new image-based stereoscopic painterly algorithm that we use to automatically generate stereoscopic paintings. Our work is motivated by contemporary painters who have...
Abstract. We describe a new method for visualising tensor fields using a textured mapped volume rendering approach, tensor-splatting. We use an image order method to calculate the ...