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SIGGRAPH
1999
ACM
13 years 9 months ago
A Real-Time Low-Latency Hardware Light-Field Renderer
This paper describes the design and implementation of an architecture for interactively viewing static light fields with very low latency. The system was deliberately over enginee...
Matthew J. P. Regan, Gavin S. P. Miller, Steven M....
CGF
2008
78views more  CGF 2008»
13 years 4 months ago
Single-pass Scalable Subsurface Rendering with Lightcuts
This paper presents a new, scalable, single pass algorithm for computing subsurface scattering using the diffusion approximation. Instead of pre-computing a globally conservative ...
Adam Arbree, Bruce Walter, Kavita Bala
VC
2008
100views more  VC 2008»
13 years 3 months ago
GPU-based rendering for deformable translucent objects
Abstract In this paper we introduce an approximate image-space approach for real-time rendering of deformable translucent models by flattening the geometry and lighting information...
Yi Gong, Wei Chen, Long Zhang, Yun Zeng, Qunsheng ...
I3D
2010
ACM
14 years 2 months ago
Cascaded Light Propagation Volumes for Real-Time Indirect Illumination
This paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games. We use lattices and...
Anton Kaplanyan, Carsten Dachsbacher
WSCG
2004
189views more  WSCG 2004»
13 years 6 months ago
Hardware Accelerated Soft Shadows using Penumbra Quads
Shadow mapping is a commonly used technique for generating hard shadows in real time. However, existing shadow map based algorithms cannot render full soft shadows penumbras onto ...
Jukka Arvo, Jan Westerholm