125
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SI3D
15 years 8 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...
125
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SI3D
15 years 8 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...
118
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SI3D
15 years 6 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...
124
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SI3D
15 years 8 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...
123
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SI3D
15 years 6 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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