We show that it is feasible to perform interactive isosurfacing of very large rectilinear datasets with brute-force ray tracing on a conventional (distributed) shared-memory multi...
Steven G. Parker, Peter Shirley, Yarden Livnat, Ch...
We describe the clipmap, a dynamic texture representation that efficiently caches textures of arbitrarily large size in a finite amount of physical memory for rendering at real-...
Christopher C. Tanner, Christopher J. Migdal, Mich...
We present an interactive visualization approach for the dense representation of unsteady 3D flow fields. The first part of this approach is a GPU-based 3D texture advection schem...
In this paper we discuss the efficient and accurate incorporation of texture maps into a hierarchical Galerkin radiosity algorithm. This extension of the standard algorithm allows...
This paper describes the principles of traditional pen-and-ink illustration, and shows how a great number of them can be implemented as part of an automated rendering system. It i...