We present new techniques for interactive cinematic lighting design of complex scenes that use procedural shaders. Deep-framebuffers are used to store the geometric and optical in...
This paper describes a real-time shadow generation algorithm for polygonal environments illuminated by movable point light sources. The main goal is to quickly reduce the number o...
The fast identification of shadow regions due to area light sources is necessary for realistic rendering and for discontinuity meshing for global illumination. A new shadow-determ...
The glare illusion is commonly used in CG rendering, especially in game engines, to achieve a higher brightness than that of the maximum luminance of a display. In this work, we m...
Particle-based simulations are a popular tool for researchers in various sciences. In combination with the availability of ever larger COTS clusters and the consequently increasin...