The frame of our work is the efficient realistic rendering of scenes containing a huge amount of data for which an a priori knowledge is available. In this paper, we present a new...
Particle-based simulations are widely used to simulate fluids. We present a real-time rendering method for the results of particle-based simulations of water. Traditional approache...
Natural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environme...
Kyle Hegeman, Simon Premoze, Michael Ashikhmin, Ge...
Abstract. We describe a new method for visualising tensor fields using a textured mapped volume rendering approach, tensor-splatting. We use an image order method to calculate the ...
Current methods that interactively render reasonably complex CSG objects are image based and are severely bandwidth limited. This paper presents a new approach to raytracing CSG o...
Fabiano Romeiro, Luiz Velho, Luiz Henrique de Figu...