We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tr...
We present a method for interactive computation of indirect illumination in large and fully dynamic scenes based on approximate visibility queries. While the high-frequency nature...
Tobias Ritschel, Thorsten Grosch, Min H. Kim, Hans...
In late 2006, Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer. Since then, a large variety of novel applications for these controll...
This paper proposes a new methodology to model the distribution of finite size content to a group of users connected through an overlay network. Our methodology describes the distr...
In large-scale simulations involving complex scenes, such as cities inhabited by crowds, simplifications are almost always necessary to achieve interactive frame-rates. Level of D...
John Hamill, Rachel McDonnell, Simon Dobbyn, Carol...