Realtime ray tracing has recently established itself as a possible alternative to the current rasterization approach for interactive 3D graphics. However, the performance of exist...
We present a new algorithm for efficient rendering of high-quality depth-of-field (DoF) effects. We start with a single rasterized view (reference view) of the scene, and sample t...
We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tr...
We present a real-time rendering algorithm for inhomogeneous, single scattering media, where all-frequency shading effects such as glows, light shafts, and volumetric shadows can ...