: One of the most important goals of interactive computer graphics is to allow a user to freely walk around a virtual recreation of a real environment that looks as real as the wor...
David K. McAllister, Lars S. Nyland, Voicu Popescu...
With fast 3D graphics becoming more and more available even on low end platforms, the focus in hardware-accelerated rendering is beginning to shift towards higher quality renderin...
Programmable shading is a common technique for production animation, but interactive programmable shading is not yet widely available. We support interactive programmable shading ...
Mark S. Peercy, Marc Olano, John Airey, P. Jeffrey...
This paper proposes a simple and computationally inexpensive method for animation of clouds. The cloud evolution is simulated using cellular automaton that simplifies the dynamics...
Recently, graphics hardware has increased in capability, and is, moreover, now available even on standard PCs. These advances have encouraged researchers to develop hardware-accel...
This paper presents a technique for representing and displaying high dynamic-range texture maps (HDRTMs) using current graphics hardware. Dynamic range in real-world environments o...
Jonathan Cohen, Chris Tchou, Tim Hawkins, Paul E. ...
Recently, graphics hardware architectures have begun to emphasize versatility, offering rich new ways to programmatically reconfigure the graphics pipeline. In this paper, we exp...
Wearable, camera based, head–tracking systems use spatial image registration algorithms to align images taken as the wearer gazes around their environment. This allows for compu...
We present a modified photon mapping algorithm capable of running entirely on GPUs. Our implementation uses breadth-first photon tracing to distribute photons using the GPU. The...
Timothy J. Purcell, Craig Donner, Mike Cammarano, ...
—We present a method for using programmable graphics hardware to solve a variety of boundary value problems. The time-evolution of such problems is frequently governed by partial...