Previous research has shown that a global multiple scattering simulation is needed to achieve physically realistic renderings of hair, particularly light-colored hair with low abs...
We present an algorithm for interactive hair rendering with both single and multiple scattering effects under complex environment lighting. The outgoing radiance due to single sca...
Zhong Ren, Kun Zhou, Tengfei Li, Wei Hua, Baining ...
This paper presents a novel method for real-time homogenous translucent material editing under fixed illumination. We consider the complete analytic BSSRDF model proposed by Jens...
A new method for three dimensional (3D) genus-zero shape classification is proposed. It conformally maps a 3D mesh onto a unit sphere and uses normal vectors to generate a spheric...
We propose a new two-stage approach to estimate the nominal angles of arrival (AoAs) and the angular spreads (ASs) of multiple locally scattered sources using a uniform linear arra...