We present a paradigm and toolkit for rapid prototyping of interactive, animated 3D graphics programs. The paradigm has its roots in declarative programming, emphasizing immutable...
The fast identification of shadow regions due to area light sources is necessary for realistic rendering and for discontinuity meshing for global illumination. A new shadow-determ...
FBRAM, a new form of dynamic random access memory that greatly accelerates the rendering of Z-buffered primitives, is presented. Two key concepts make this acceleration possible. ...
Michael F. Deering, Stephen A. Schlapp, Michael G....
This paper briefly presents an efficient and intuitive 3D freeform deformation approach based on iterative affine transformations, a generalized de Casteljau algorithm, whereby th...
We demonstrate a physically-based technique for predicting the drape of a wide variety of woven fabrics. The approach exploits a theoretical model that explicitly represents the m...
A new algorithm for computing contact forces between solid objects with friction is presented. The algorithm allows a mix of contact points with static and dynamic friction. In co...
In this paper we identify sources of error in global illumination algorithms and derive bounds for each distinct category. Errors arise from three sources: inaccuracies in the bou...
The irradiance at a point on a surface due to a polyhedral source of uniform brightness is given by a well-known analytic formula. In this paper we derive the corresponding analyt...