The force-update-rate requirements of transparent rendering of virtual environments are in conflict with the computational cost required for computing complex interactions betwee...
Graphical rendering must be fast enough so as to avoid hindering the user perception/action loop. Traditionally, programmers interleave descriptions and optimizations to achieve su...
We present a new algorithm for efficient rendering of high-quality depth-of-field (DoF) effects. We start with a single rasterized view (reference view) of the scene, and sample t...
We present a technique for coupling simulated fluid phenomena that interact with real dynamic scenes captured as a binocular video sequence. We first process the binocular video s...
We introduce a new approach to mesh an animated implicit surface for rendering. Our contribution is a method which solves stability issues of implicit triangulation, in the scope ...