The paper presents a single-pass, view-dependent method to solve the general rendering equation, using a combined finite element and random walk approach. Applying finite element t...
In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rel...
Johannes Hirche, Alexander Ehlert, Michael C. Dogg...
This paper presents an image-space approximation technique for real-time subsurface scattering. We first create transmitted irradiance samples on shadow maps and then estimate si...
We present a new algorithm for rendering very large volume data sets at interactive framerates on standard PC hardware. The algorithm accepts scalar data sampled on a regular grid...
Stefan Guthe, Michael Wand, Julius Gonser, Wolfgan...
We present a new conservative image-based occlusion culling method to increase the speed of hardware accelerated rendering of very complex general scenes which may consist of mill...
Heinrich Hey, Robert F. Tobler, Werner Purgathofer