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151
Voted
PG
2007
IEEE
15 years 8 months ago
Real-Time Approximate Subsurface Scattering on Graphics Hardware
This paper presents an image-space approximation technique for real-time subsurface scattering. We first create transmitted irradiance samples on shadow maps and then estimate si...
Hyunwoo Ki, Jihye Lyu, Kyoungsu Oh
PG
2007
IEEE
15 years 8 months ago
Papercraft Models using Generalized Cylinders
We introduce an algorithm for approximating a 2manifold 3D mesh by a set of developable surfaces. Each developable surface is a generalized cylinder represented as a strip of tria...
Fady Massarwi, Craig Gotsman, Gershon Elber
PG
2007
IEEE
15 years 8 months ago
Fast Hydraulic Erosion Simulation and Visualization on GPU
Xing Mei, Philippe Decaudin, Bao-Gang Hu
PG
2007
IEEE
15 years 8 months ago
Fast and Faithful Geometric Algorithm for Detecting Crest Lines on Meshes
A new geometry-based finite difference method for a fast and reliable detection of perceptually salient curvature extrema on surfaces approximated by dense triangle meshes is pro...
Shin Yoshizawa, Alexander G. Belyaev, Hideo Yokota...
122
Voted
PG
2007
IEEE
15 years 8 months ago
Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media
We describe a new, analytic approximation to the airlight integral from scattering media whose density is modeled as a sum of Gaussians. The approximation supports real-time rende...
Kun Zhou, Qiming Hou, Minmin Gong, John Snyder, Ba...
Computer Graphics
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