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An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
(The Eurographics Association, 2003)
In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical ...
Vertex-based Anisotropic Texturing
(The Eurographics Association, 2001)
MIP mapping is a common method used by graphics hardware to avoid texture aliasing. In many situations, MIP mapping over-blurs in one direction to prevent aliasing in another. Anisotropic texturing reduces this blurring ...
Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
(The Eurographics Association, 2002)
To create realistic images using computer graphics, an important element to consider is atmospheric scattering, that is, the phenomenon by which light is scattered by small particles in the air. This effect is the cause ...
Perlin Noise Pixel Shaders
(The Eurographics Association, 2001)
While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ...
SPAF: Sub-texel Precision Anisotropic Filtering
(The Eurographics Association, 2001)
Texture mapping is a technique which most effectively improves the realism of computer-generated scenes in 3D Graphics. Trilinear filtering of the mip-mapped textue has been popular as a texture filtering method but it ...
Low Latency Photon Mapping Using Block Hashing
(The Eurographics Association, 2002)
For hardware accelerated rendering, photon mapping is especially useful for simulating caustic lighting effects on non-Lambertian surfaces. However, an efficient hardware algorithm for the computation of the k nearest ...
Imperfect Voxelized Shadow Volumes
(ACM, 2013)
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 ...
The F-Buffer: A Rasterization-Order FIFO Buffer for Multi-Pass Rendering
(The Eurographics Association, 2001)
Multi-pass rendering is a common method of virtualizing graphics hardware to overcome limited resources. Most current multi-pass rendering techniques use the RGBA framebuffer to store intermediate results between each pass. ...
High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting
(The Eurographics Association, 2014)
We present a new method for rendering realistic cumulus clouds in real time. The clouds in our approach consist of randomly rotated and scaled copies of a single reference particle. During the pre-processing, we pre-compute ...
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
(The Eurographics Association, 2014)
We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using ...