We present new techniques for interactive cinematic lighting design of complex scenes that use procedural shaders. Deep-framebuffers are used to store the geometric and optical in...
Adaptively Sampled Distance Fields (ADFs) are a unifying representation of shape that integrate numerous concepts in computer graphics including the representation of geometry and...
Sarah F. Frisken Gibson, Ronald N. Perry, Alyn P. ...
In this paper, we present a new model of snow accumulation and stability for computergraphics. Our contribution is divided into two major components, each essential for modelling ...
Pomegranate is a parallel hardware architecture for polygon rendering that provides scalable input bandwidth, triangle rate, pixel rate, texture memory and display bandwidth while...
Visualization of very complex scenes can be significantly accelerated using occlusion culling. In this paper we present a visibility preprocessing method which efficiently compu...
This paper proposes a simple and computationally inexpensive method for animation of clouds. The cloud evolution is simulated using cellular automaton that simplifies the dynamics...
We present a method for automatically rendering pen-and-ink illustrations of trees. A given 3-d tree model is illustrated by the tree and a visual representation of the foliage us...
Environment matting is a generalization of traditional bluescreen matting. By photographing an object in front of a sequence of structured light backdrops, a set of approximate li...
Yung-Yu Chuang, Douglas E. Zongker, Joel Hindorff,...
Human movements include limb gestures and postural attitude. Although many computer animation researchers have studied these classes of movements, procedurally generated movements...
Diane M. Chi, Monica Costa, Liwei Zhao, Norman I. ...
Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be mu...