Zobrazeno 1 - 10
of 21
pro vyhledávání: '"Brent Burley"'
Publikováno v:
Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks.
Autor:
Brent Burley, Francisco Rodriguez
Publikováno v:
Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks.
Publikováno v:
Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks.
Publikováno v:
Computer Graphics Forum. 38:316-327
Autor:
Yining Karl Li, Ralf Habel, Hank Driskill, David Adler, Peter Kutz, Brent Burley, Matt Jen-Yuan Chiang, Patrick Kelly, Daniel Teece
Publikováno v:
ACM Transactions on Graphics. 37:1-22
Walt Disney Animation Studios has transitioned to path-traced global illumination as part of a progression of brute-force physically based rendering in the name of artist efficiency. To achieve this without compromising our geometric or shading compl
Publikováno v:
SIGGRAPH Talks
A longstanding problem with the use of shading normals is the discontinuity introduced into the cosine falloff where part of the hemisphere around the shading normal falls below the geometric surface. Our solution is to add a geometrically derived sh
Publikováno v:
SIGGRAPH Talks
We present an energy-conserving fiber shading model for hair and fur that is efficient enough for path tracing. Our model adopts a near-field formulation to avoid the expensive integral across the fiber, accounts for all high order internal reflectio
Autor:
Christopher Kulla, Matt Pharr, Marcos Fajardo, Brent Burley, Luca Fascione, Per H. Christensen
Publikováno v:
SIGGRAPH Panels
Over the past decade, production rendering has moved from primarily using Reyes-based algorithms to being based on path tracing and physically based approaches. The developers of five of the most significant production renderers have each recently wr
Autor:
Matt Jen-Yuan Chiang, Brent Burley
Publikováno v:
SIGGRAPH Talks
In this paper, we apply anterior segment tomography measurements from contact lens research to photorealistic eye rendering. We improve on existing analytic rendering models by including a conical extension to the usual ellipsoidal corneal surface an
Autor:
Luca Fascione, Johannes Hanika, Per H. Christensen, Brian Green, Brent Burley, Marcos Fajardo
Publikováno v:
SIGGRAPH Courses
The last few years have seen a decisive move of the movie making industry towards rendering using physically-based methods, mostly implemented in terms of path tracing. Increasing demands on the realism of lighting, rendering and material modeling, p