Scattering in participating media, such as fog or haze, generates volumetric lighting effects known as crepuscular or god rays. Rendering such effects greatly enhances the realism...
This paper is concerned with the e cient reconstruction of illumination from area luminaires. We outline a 2-pass scheme a lightpass, tracing ray bundles from the luminaires follow...
Point sets become an increasingly popular shape representation. Most shape processing and rendering tasks require the approximation of a continuous surface from the point data. We...
Existing algorithms can efficiently render refractive objects of constant refractive index. For a medium with a continuously varying index of refraction, most algorithms use the r...
We propose a new strategy for raytracing complex scenes without aliasing artifacts. The algorithm intersects anisotropic ray cones with prefiltered surface sample points from a mu...