In this paper, we present a single-pass technique to voxelize the interior of watertight 3D models with high resolution grids in realtime during a single rendering pass. Further, ...
We present Penumbra Limit Maps, a technique for rendering soft shadows from a modified shadow map. The shadow representation used by our method has excellent interpolation propert...
In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rel...
Johannes Hirche, Alexander Ehlert, Michael C. Dogg...
The size and detail of graphics environments in everyday use has gone up considerably recently. Still, most applications use locally resident geometric content for rendering. In t...
Image-based appearance acquisition algorithms are able to generate realistic 3D models of real objects but have previously not taken care of calibrated color space. We integrate a...
Michael Goesele, Hendrik P. A. Lensch, Hans-Peter ...