This paper presents a technique, based on pre-computed light transport and separable BRDF approximation, for interactive rendering of non-diffuse objects under all-frequency envir...
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...
We consider the problem of imaging a scene with a given depth of field at a given exposure level in the shortest amount of time possible. We show that by (1) collecting a sequence ...
Vector field rendering is difficult in 3D because the vector icons overlap and hide each other. We propose four different techniques for visualizing vector fields only near surfac...
We present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained...