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CGF
2008
154views more  CGF 2008»
13 years 10 months ago
Precomputed Atmospheric Scattering
We present a new and accurate method to render the atmosphere in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering i...
Eric Bruneton, Fabrice Neyret
RT
2005
Springer
14 years 3 months ago
Real-Time Multiple Scattering in Participating Media with Illumination Networks
This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle s...
László Szirmay-Kalos, Mateu Sbert, T...
CGF
2007
149views more  CGF 2007»
13 years 9 months ago
Interactive Simulation of the Human Eye Depth of Field and Its Correction by Spectacle Lenses
This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyo...
Masanori Kakimoto, Tomoaki Tatsukawa, Yukiteru Muk...
CGF
2005
149views more  CGF 2005»
13 years 9 months ago
Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces
This paper presents a real-time rendering pipeline for implicit surfaces defined by a regular volumetric grid of samples. We use a ray-casting approach on current graphics hardwar...
Markus Hadwiger, Christian Sigg, Henning Scharsach...
GRAPHICSINTERFACE
2004
13 years 11 months ago
A Hybrid Physical/Device-Space Approach for Spatio-Temporally Coherent Interactive Texture Advection on Curved Surfaces
We propose a novel approach for a dense texture-based visualization of vector fields on curved surfaces. Our texture advection mechanism relies on a Lagrangian particle tracing th...
Daniel Weiskopf, Thomas Ertl