This paper addresses the problem of estimating time to collision from local motion eld measurements in the case of unconstrained relative rigid motion and surface orientation. It ...
We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D ...
Existing algorithms can efficiently render refractive objects of constant refractive index. For a medium with a continuously varying index of refraction, most algorithms use the r...
This paper presents a method for the accurate rendering of path-based surface details such as grooves, scratches and similar features. The method is based on a continuous represen...
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even ...