The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise...
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'...
The bidirectional texture function (BTF) describes texture appearance variations due to varying illumination and viewing conditions. This function is acquired by large number of m...
We introduce a tiled 3D MIP map representation of global illumination data. The representation is an adaptive, sparse octree with a “brick” at each octree node; each brick con...
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...
We present the concept of volumetric depth-peeling. The proposed method is conceived to render interior and exterior iso-surfaces for a fixed iso-value and to blend them without ...