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...
In this paper we demonstrate how a computational physics approach based on a discrete particle model can be employed for the visualization of magnetic field lines. This can be reg...
In order to make direct volume rendering practicable convenient visualization options and data analysis tools have to be integrated. For example, direct rendering of semi-transpar...
The fast identification of shadow regions due to area light sources is necessary for realistic rendering and for discontinuity meshing for global illumination. A new shadow-determ...
Successful lighting in video games is more than a physically accurate illumination model. Aesthetics and function are of equal or greater importance. Lighting designers may deviat...