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Multilevel Cloth Simulation using GPU Surface Sampling
(The Eurographics Association, 2013)
Today most cloth simulation systems use triangular mesh models. However, regular grids allow many optimizations as connectivity is implicit, warp and weft directions of the cloth are aligned to grid edges and distances ...
Efficient Self-Shadowing Using Image-Based Lighting on Glossy Surfaces
(The Eurographics Association, 2014)
In this paper we present a novel natural illumination approach for real-time rasterization-based rendering with environment map-based high dynamic range lighting. Our approach allows to use all kinds of glossiness values ...