Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming
Fulltekst
RELATERTE DOKUMENTER
The top row of images was rendered using the standard diffusion dipole (DD), the second row using Monte Carlo path tracing (MC), while the third row uses sources distributed along
The work by d’Eon and colleagues [DLE07] shows how texture-space diffusion [BL03] can be combined with translucent shadow maps [SD03] to create a very efficient, real-time
Our algorithms cover a broad range of applications from real-time anti-aliasing of shadow discon- tinuities to rendering all-frequency shadows, in fully dynamic environments
[WTL05] proposed the first interactive method capable of pre-computing subsurface light transport of translucent materials lit under all-frequency lighting, using complex
Figure 4 shows the effect of a variable cache size upon our system and compares its rendering performance to that of static meshes, baked geometry and matrix-palette skinning..
The proposed method is a pure GPU-based silhouette- rendering method: it does not require any pre-processing steps and does not need any accelerated extraction step every
Real-time rendering of terrain data needs to address three major aspects: data representation, surface rendering, and level of detail techniques.. Traditionally, terrain
In order to accomplish our goal we present new techniques to achieve improvements in each one of these areas: In crowd simulation we work on a multi-domain planning approach and