Bounding volume hierarchies (BVHs) are a popular acceleration structure choice for animated scenes rendered with ray tracing. This is due to the relative simplicity of refitting ...
Daniel Kopta, Thiago Ize, Josef B. Spjut, Erik Bru...
This paper describes a new algorithm for geometric displacement mapping. Its key idea is that all occluded solutions for an eye ray lie in two-dimensional manifolds perpendicular ...
Designing the illumination of a scene is a di cult task because one needs to render the whole scene in order to look at the result. Obtaining the correct lighting e ects may requi...
This paper describes real-time volumetric haptic and visual algorithms developed to simulate burrhole creation for a Virtual Realitybased craniotomy surgical simulator. A modifie...
We present a new algorithm for efficient occlusion culling using hardware occlusion queries. The algorithm significantly improves on previous techniques by making better use of te...