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 discusses a new method for capturing the complete appearanceof both synthetic and realworld objects andscenes,representing this information, and then using this represe...
Steven J. Gortler, Radek Grzeszczuk, Richard Szeli...
Distances in immersive virtual environments (VEs) have been commonly reported as being spatially compressed while the same judgments are performed accurately in real space. Previo...
Scott A. Kuhl, William B. Thompson, Sarah H. Creem...
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...
Using combinations of different volumetric datasets is becoming more common in scientific applications, especially medical environments such as neurosurgery where multiple imaging...