We present a novel algorithm for the rendering of hard shadows cast by a point light source. The well-known Z-pass method for rasterizing shadow volumes is not always correct. Our...
Samuel Hornus, Jared Hoberock, Sylvain Lefebvre, J...
High-quality off-line rendering requires many features not natively supported by current commodity graphics hardware: wide smooth filters, high sampling rates, order-independent ...
Daniel Wexler, Larry Gritz, Eric Enderton, Jonatha...
We present Metropolis Photon Sampling (MPS), a visual importance-driven algorithm for populating photon maps. Photon Mapping and other particle tracing algorithms fail if the phot...
We present a technique for capturing the extreme dynamic range of natural illumination environments that include the sun and sky, which has presented a challenge for traditional h...
Jessi Stumpfel, Chris Tchou, Andrew Jones, Tim Haw...
We prove that the lines tangent to four possibly intersecting convex polyhedra in 3 with n edges in total form Θ(n2 ) connected components in the worst case. In the generic ca...