156
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SI3D
15 years 11 months ago
2010 ACM
Obscurance and Ambient Occlusion (AO) are popular techniques in both film and games that model how ambient light is shadowed. While it is largely a solved problem for static scen...
153
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SI3D
15 years 11 months ago
2010 ACM
We propose a Parallel Banding Algorithm (PBA) on the GPU to compute the exact Euclidean Distance Transform (EDT) for a binary image in 2D and higher dimensions. Partitioning the i...
149
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SI3D
15 years 9 months ago
2010 ACM
We introduce Linear Efficient Antialiased Normal (LEAN) Mapping, a method for real-time filtering of specular highlights in bump and normal maps. The method evaluates bumps as p...
155
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SI3D
15 years 11 months ago
2010 ACM
Stochastic transparency provides a unified approach to orderindependent transparency, anti-aliasing, and deep shadow maps. It augments screen-door transparency using a random sub...
146
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SI3D
15 years 9 months ago
2010 ACM
Scattering in participating media, such as fog or haze, generates volumetric lighting effects known as crepuscular or god rays. Rendering such effects greatly enhances the realism...
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