Computer games follow a scheme of continuous simulation, coupling the rendering phase and the simulation phase. That way of operation has disadvantages that can be avoided using a...
Point hierarchies are suitable for creating framecoherent animations of 3D models in non-photorealistic styles such as stippling, painterly and other artistic rendering. In this p...
Global view-dependent illumination phenomena, in particular reflections, greatly enhance the realism of computer-generated imagery. Current interactive rendering methods do not pr...
Tone mapping and visual adaptation are crucial for the generation of static, photorealistic images. A largely unexplored problem is the simulation of adaptation and its changes ove...
Global illumination researchers tend to think in terms of mesh density and sampling frequency, and their software reflects this in its user interface. Advanced rendering systems a...