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NPAR
2004
ACM
14 years 1 months ago
Hardware-determined feature edges
Algorithms that detect silhouettes, creases, and other edge based features often perform per-edge and per-face mesh computations using global adjacency information. These are unsu...
Morgan McGuire, John F. Hughes
SI3D
2010
ACM
14 years 29 days ago
LEAN mapping
We introduce Linear Efficient Antialiased Normal (LEAN) Mapping, a method for real-time filtering of specular highlights in bump and normal maps. The method evaluates bumps as p...
Marc Olano, Dan Baker
SIGGRAPH
2003
ACM
14 years 27 days ago
Interactive rendering of translucent deformable objects
Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulation of subsurface scattering of light. This paper presents an algorithm for plau...
Tom Mertens, Jan Kautz, Philippe Bekaert, Hans-Pet...
VISUALIZATION
2002
IEEE
14 years 16 days ago
Rendering The First Star In The Universe - A Case Study
For quantitative examination of phenomena that simultaneously occur on very different spatial and temporal scales, adaptive hierarchical schemes are required. A special numerical ...
Ralf Kähler, Donna Cox, Robert Patterson, Stu...
SAC
2009
ACM
14 years 9 days ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison