Now showing items 1-10 of 2264
Imperfect Voxelized Shadow Volumes
Voxelized shadow volumes [Wyman 2011] provide a discretized view-dependent representation of shadow volumes, but are limited to point or directional lights. We extend them to allow dynamic volumetric visibility from area ...
Rapid Simplifi cation of Multi-Attribute Meshes
We present a rapid simplification algorithm for meshes with multiple vertex attributes, targeted at rendering acceleration for realtime applications. Such meshes potentially feature normals, tangents, one or more texture ...
VoxelPipe: A Programmable Pipeline for 3D Voxelization
We present a highly exible and e cient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thinvoxelizations, multiple boolean, oating ...
Farthest-Point Optimized Point Sets with Maximized Minimum Distance
Efficient sampling often relies on irregular point sets that uniformly cover the sample space. We present a flexible and simple optimization strategy for such point sets. It is based on the idea of increasing the mutual ...
Efficient Divide-And-Conquer Ray Tracing using Ray Sampling
Divide-and-conquer ray tracing (DACRT) methods solve intersection problems between large numbers of rays and primitives by recursively subdividing the problem size until it can be easily solved. Previous DACRT methods ...
Screen-Space Far-Field Ambient Obscurance
Ambient obscurance (AO) is an effective approximation of global illumination, and its screen-space (SSAO) versions that operate on depth buffers only are widely used in real-time applications. We present an SSAO method ...
Creating Contour Gradients using 3D Bevels
Contour gradients have color contours that follow the shape of the path being filled. Existing algorithms cannot create them in a resolution- and scale-independent way, causing visible rendering artifacts if enlarged. We ...
Preface and Table of Contents