We examine a rendering system that interactively ray traces an image on a conventional multiprocessor. The implementation is “brute force” in that it explicitly traces rays th...
Steven G. Parker, William Martin, Peter-Pike J. Sl...
We present a preprocessing algorithm and run-time system for rendering 3D geometric models at a guaranteed frame rate. Our approach trades off space for frame rate by using images...
In the scope of rendering complex models with high depth complexity, it is of great importance to design outputsensitive algorithms, i.e., algorithms with the time complexity prop...
We describe an efficient approach to rendering a perspectively correct image on a potentially irregular display surface that may be illuminated with one or more distinct devices. T...
Ramesh Raskar, Matt Cutts, Greg Welch, Wolfgang St...
This paper outlines a method to dynamically replace portals with textures in a cell-partitioned model. The rendering complexity is reduced to the geometry of the current cell thus...