We present a novel real-time technique for computing inter-object ambient occlusion. For each occluding object, we precompute a field in the surrounding space that encodes an app...
Abstract. Nowadays computer graphics hardware presents a series of characteristics, such as AGP memory, vertex cache, etc., that can be used for real-time rendering. The aim of thi...
Height fields and depth maps which we collectively refer to as z-fields, usually carry a lot of redundant information and are often used in real-time applications. This is the rea...
We describe an approach for rendering large terrains in real-time. A digital elevation map defines the rough shape of the terrain. During rendering, procedural geometric and text...
We present a novel algorithm for the rendering of hard shadows cast by a point light source. The well-known Z-pass method for rasterizing shadow volumes is not always correct. Our...
Samuel Hornus, Jared Hoberock, Sylvain Lefebvre, J...