This paper reviews the latest developments of displacement mapping algorithms implemented on the vertex, geometry, and fragment shaders of graphics cards. Displacement mapping alg...
We present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can ...
We present a novel algorithm to compute cache-efficient layouts of bounding volume hierarchies (BVHs) of polygonal models. Our approach does not make any assumptions about the cac...
We present an image-based algorithm for interactive rendering depth-of-field effects in images with depth maps. While previously published methods for interactive depth-of-field...
Most illuminant estimation algorithms work with the assumption of one specific type of the light source (e.g. point light source or directional light source). This assumption brin...