Most current image-based rendering methods operate under the assumption that all of the visible surfaces in the scene are opaque ideal diffuse (Lambertian) reflectors. This paper i...
This paper discusses the problem of subdividing unstructured mesh topologies containing hexahedra, prisms, pyramids and tetrahedra into a consistent set of only tetrahedra, while ...
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...
We present a method to incrementally voxelize triangles into a volumetric dataset with pre-filtering, generating an accurate multivalued voxelization. Multivalued voxelization all...
We present a technique that uses culling and clamping (CC) for accelerating the performance of stencil-based shadow volume computation. Our algorithm reduces the fill requirement...
Brandon Lloyd, Jeremy Wend, Naga K. Govindaraju, D...