In this paper we present a technique for computing the direct lighting in a three-dimensional scene containing area light sources. Our method correctly handles partial visibility ...
Many researchers have been arguing that geometry, bump maps, and BRDFs present a hierarchy of detail that should be exploited for efficient rendering purposes. In practice howeve...
Wolfgang Heidrich, Katja Daubert, Jan Kautz, Hans-...
We present a new, general, and real-time technique for soft global illumination in low-frequency environmental lighting. It accumulates over relatively few spherical proxies which...
Peter-Pike J. Sloan, Naga K. Govindaraju, Derek No...
This article is intended as an update of the major survey by Max [40] on optical models for direct volume rendering. It provides a brief overview of the subject scope covered by [...
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...