This paper describes a new algorithm for geometric displacement mapping. Its key idea is that all occluded solutions for an eye ray lie in two-dimensional manifolds perpendicular ...
This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyo...
We present a data structure, called a ray interpolant tree, or RI-tree, which stores a discrete set of directed lines in 3-space, each represented as a point in 4-space. Each dire...
We present a real-time algorithm called compensated ray marching for rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition ...
Kun Zhou, Zhong Ren, Stephen Lin, Hujun Bao, Baini...
Metaballs are implicit surfaces widely used to model curved objects, represented by the isosurface of a density field defined by a set of points. Recently, the results of particle...