We propose the use of textured splats as the basic display primitives for an open surface fire model. The high-detail textures help to achieve a smooth boundary of the fire and ...
Xiaoming Wei, Wei Li, Klaus Mueller, Arie E. Kaufm...
Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the c...
This paper describes the evaluation of two multimodal interfaces designed to provide visually impaired people with access to various types of graphs. The interfaces consist of aud...
The ability to represent non-height-field mesostructure details is of great importance for rendering complex surface patterns, such as weave and multilayer structures. Currently,...
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...