We present a method for interactive computation of indirect illumination in large and fully dynamic scenes based on approximate visibility queries. While the high-frequency nature...
Tobias Ritschel, Thorsten Grosch, Min H. Kim, Hans...
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. ...
A fundamental challenge for existing shadow map based algorithms is dealing with partially illuminated surfaces. A conventional shadow map built with a pinhole camera only determi...
In Monte-Carlo photon-tracing methods energy-carrying particles are traced in an environment to generate hit points on object surfaces for simulating global illumination. The surf...