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VMV
2001
108views Visualization» more  VMV 2001»
13 years 6 months ago
A Theoretical Comparison of Monte Carlo Radiosity Algorithms
In this paper, we present a theoretical analysis of the error with three basic Monte Carlo radiosity algorithms, based on continuous collision shooting random walks, discrete coll...
Philippe Bekaert, Hans-Peter Seidel
RT
2001
Springer
13 years 9 months ago
Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps
We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective and refractive objects, but approximates more distant geometry by hardwaresupp...
Ziyad S. Hakura, John M. Snyder
COMPGEOM
2004
ACM
13 years 10 months ago
On lines avoiding unit balls in three dimensions
Let B be a set of n unit balls in R3 . We show that the combinatorial complexity of the space of lines in R3 that avoid all the balls of B is O(n3+ε ), for any ε > 0. This re...
Pankaj K. Agarwal, Boris Aronov, Vladlen Koltun, M...
PAAPP
1998
149views more  PAAPP 1998»
13 years 4 months ago
Optimal Mesh Algorithms for Proximity and Visibility Problems in Simple Polygons*
We present optimal parallel algorithms that run in O( pn) time on a pn pn meshconnected computer for a number of fundamental problems concerning proximity and visibility in a simp...
Sumanta Guha
SIBGRAPI
2005
IEEE
13 years 11 months ago
Component-Based Adaptive Sampling
High-fidelity renderings of virtual environments is a notoriously computationally expensive task. One commonly used method to alleviate the costs is to adaptively sample the rend...
Kurt Debattista, Alan Chalmers