Zobrazeno 1 - 6
of 6
pro vyhledávání: '"Simon Premože"'
Publikováno v:
The Visual Computer. 27:697-706
We present an efficient algorithm for building an adaptive bounding volume hierarchy (BVH) in linear time on commodity graphics hardware using CUDA. BVHs are widely used as an acceleration data structure to quickly ray trace animated polygonal scenes
Publikováno v:
Computers & Graphics. 25:287-294
The Metropolis Light Transport algorithm is a variant of the classic Metropolis method used in statistical physics. A variance analysis of the Metropolis Light Transport algorithm is presented that bounds its variance in terms of the number of paths
Publikováno v:
SI3D
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games, ACM SIGGRAPH, Mar 2006, Redwood City, United States. pp.87-92, ⟨10.1145/1111411.1111427⟩
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games, ACM SIGGRAPH, Mar 2006, Redwood City, United States. pp.87-92, ⟨10.1145/1111411.1111427⟩
International audience; Natural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occ
Publikováno v:
SI3D
Efficient and visually compelling reproduction of effects due to multiple scattering in participating media remains one of the most difficult tasks in computer graphics. Although several fast techniques were recently developed, most of them work only
Autor:
Michael M. Stark, Peter Shirley, Frédo Durand, Simon Premože, Henrik Wann Jensen, Julie Dorsey
Publikováno v:
SIGGRAPH
This paper presents a physically-based model of the night sky for realistic image synthesis. We model both the direct appearance of the night sky and the illumination coming from the Moon, the stars, the zodiacal light, and the atmosphere. To accurat
Publikováno v:
SIGGRAPH
A method is presented that takes as an input a 2D microfacet orientation distribution and produces a 4D bidirectional reflectance distribution function (BRDF). This method differs from previous microfacet-based BRDF models in that it uses a simple sh