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TVCG
2012
192views Hardware» more  TVCG 2012»
12 years 12 months ago
Real-Time Rendering of Rough Refraction
—We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide sca...
Charles de Rousiers, Adrien Bousseau, Kartic Subr,...
EGH
2003
Springer
15 years 2 months ago
GPU algorithms for radiosity and subsurface scattering
We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two di...
Nathan A. Carr, Jesse D. Hall, John C. Hart
72
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CGF
2008
100views more  CGF 2008»
14 years 9 months ago
Real-Time Translucent Rendering Using GPU-based Texture Space Importance Sampling
We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D ...
Chih-Wen Chang, Wen-Chieh Lin, Tan-Chi Ho, Tsung-S...
ICPR
2010
IEEE
15 years 3 months ago
A Global Spatio-Temporal Representation for Action Recognition
In this paper we introduce an effective method to construct a global spatio-temporal representation for action recognition. This representation is inspired by the fact that human ...
Chao Deng, Xiaochun Cao
TOG
2002
160views more  TOG 2002»
14 years 9 months ago
Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments
We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a...
Peter-Pike J. Sloan, Jan Kautz, John Snyder