This paper studies the problem of plenoptic sampling in imagebased rendering (IBR). From a spectral analysis of light field signals and using the sampling theorem, we mathematica...
We describe a method for volume rendering using a spectral representation of colour instead of the traditional RGB model. It is shown how to use this framework for a novel explora...
—We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide sca...
Charles de Rousiers, Adrien Bousseau, Kartic Subr,...
Realistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: i...
Simulating the in-water ocean light field is a daunting task. Ocean waters are one of the richest participating media, where light interacts not only with water molecules, but wit...