Scattering in participating media, such as fog or haze, generates volumetric lighting effects known as crepuscular or god rays. Rendering such effects greatly enhances the realism...
We present variance soft shadow mapping (VSSM) for rendering plausible soft shadow in real-time. VSSM is based on the theoretical framework of percentage-closer soft shadows (PCSS...
We describe an interactive system featuring fluid-driven animation that responds to moving objects. Our system includes a GPUaccelerated Eulerian fluid solver that is suited for...
We propose a Parallel Banding Algorithm (PBA) on the GPU to compute the exact Euclidean Distance Transform (EDT) for a binary image in 2D and higher dimensions. Partitioning the i...
Thanh-Tung Cao, Ke Tang, Anis Mohamed, Tiow Seng T...
Stochastic transparency provides a unified approach to orderindependent transparency, anti-aliasing, and deep shadow maps. It augments screen-door transparency using a random sub...
Eric Enderton, Erik Sintorn, Peter Shirley, David ...