This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with...
Extracting only the visible portion of an isosurface can improve both the computation efficiency and the rendering speed. However, the visibility test overhead can be quite high ...
WPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation. The per-vertex computation required in WPSD can be parallelized in a SIM...
Continuing improvements in CPU and GPU performances as well as increasing multi-core processor and cluster-based parallelism demand for flexible and scalable parallel rendering sol...
While general-purpose homogeneous multi-core architectures are becoming ubiquitous, there are clear indications that, for a number of important applications, a better performance/p...