We present a part-type segmentation method for articulated voxel-shapes based on curve skeletons. Shapes are considered to consist of several simpler, intersecting shapes. Our met...
We present a method for rendering approximate soft shadows and diffuse indirect illumination in dynamic scenes. The proposed method approximates the original scene geometry with a...
The goal of this paper is to enable the interactive simulation of phenomena such as animated fluid characters. While full 3D fluid solvers achieve this with control algorithms, th...
Geometry textures are a novel geometric representation for surfaces based on height maps. The visualization is done through a GPU ray casting algorithm applied to the whole object...
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 ...
This paper presents a method for the accurate rendering of path-based surface details such as grooves, scratches and similar features. The method is based on a continuous represen...
The ability to interpolate between images taken at different time and viewpoints directly in image space opens up new possiblities. The goal of our work is to create plausible in-...
Timo Stich, Christian Linz, Georgia Albuquerque, M...
Recent advances in physically-based simulations have made it possible to generate realistic animations. However, in the case of solid-fluid coupling, wetting effects have rarely b...
We present an interactive GPU-based algorithm for accurately rendering high-quality, dynamic glossy reflection effects from both HDR environment maps and local scene objects. Our ...
We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a dest...