This paper presents a novel approach that uses graphics hardware to dynamically calculate a voxel-based representation of a scene. The voxelization is obtained on run-time in the ...
Designing the illumination of a scene is a di cult task because one needs to render the whole scene in order to look at the result. Obtaining the correct lighting e ects may requi...
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...
We introduce the N-buffer as a tool for multiresolution depth map representation. This neighborhood buffer encodes the value and position of local depth extrema at different scale...
This article is intended as an update of the major survey by Max [40] on optical models for direct volume rendering. It provides a brief overview of the subject scope covered by [...