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SIGGRAPH
1993
ACM
15 years 9 months ago
Hierarchical Z-buffer visibility
An ideal visibility algorithm should a) quickly reject most of the hidden geometry in a model and b) exploit the spatial and perhaps temporal coherence of the images being generat...
Ned Greene, Michael Kass, Gavin S. P. Miller
CG
2004
Springer
15 years 5 months ago
3D video fragments: dynamic point samples for real-time free-viewpoint video
We present 3D video fragments, a dynamic point sample framework for real-time free-viewpoint video. By generalizing 2D video pixels towards 3D irregular point samples we combine t...
Stephan Würmlin, Edouard Lamboray, Markus H. ...
I3D
2010
ACM
16 years 2 months ago
Radiance Scaling for Versatile Surface Enhancement
1 We present a novel technique called Radiance Scaling for the depic-2 tion of surface shape through shading. It adjusts reflected light in-3 tensities in a way dependent on both s...
Romain Vergne, Romain Pacanowski, Pascal Barla, Xa...
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EUROGRAPHICS
2010
Eurographics
16 years 1 months ago
Fast Ray Sorting and Breadth-First Packet Traversal for GPU Ray Tracing
We present a novel approach to ray tracing execution on commodity graphics hardware using CUDA. We decompose a standard ray tracing algorithm into several data-parallel stages tha...
Kirill Garanzha and Charles Loop
SI3D
2010
ACM
16 years 4 days ago
Volumetric obscurance
Obscurance and Ambient Occlusion (AO) are popular techniques in both film and games that model how ambient light is shadowed. While it is largely a solved problem for static scen...
Bradford James Loos, Peter-Pike Sloan