FBRAM, a new form of dynamic random access memory that greatly accelerates the rendering of Z-buffered primitives, is presented. Two key concepts make this acceleration possible. ...
Michael F. Deering, Stephen A. Schlapp, Michael G....
In this paper we discuss the efficient and accurate incorporation of texture maps into a hierarchical Galerkin radiosity algorithm. This extension of the standard algorithm allows...
This paper describes the principles of traditional pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. It i...
We describe a physically-based Monte Carlo technique for approximating bidirectional reflectance distribution functions (BRDFs) for a large class of geometries by directly simulat...
Stephen H. Westin, James Arvo, Kenneth E. Torrance
Much research in recent times has been conducted towards realtime rendering of accurate glossy reflections under direct, natural illumination including correct occlusions. The vie...