Figure 1: One of the applications of adaptive tiling is adaptive ray-bundle tracing. This scene has 45.3M texel light maps (4.9 km in diameter, 3.7M triangles). These light maps are precomputed using ray-bundle tracing with adaptive tiling. Figure 2: Adaptive tiling according to importance based on a quadtree (i.e., mipmap of the importance map). Left: importance map viewed from a sample direction. (importance is represented with brightness). For baking light maps using ray-bundle tracing, the importance map is given by rendering light map texel densities. Right: quadtree-based adaptive tile subdivision.
We introduce several new variants of hardware-based adaptive texture maps and present applications i...
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Figure 1: Example subdivision surface scenes rendered with diffuse path tracing (up to 8 bounces, 7 ...
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International audienceThe radiosity method is one of the most popular rendering algorithms. It allow...
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We address the texture level-of-detail problem for extremely large surfaces such as terrain during r...
Abstract: Improving terrain tile data selection efficiency, real-time loading of visible tile data a...
A technique is presented for producing synthetic images from numerical simulations, whereby the imag...
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We introduce several new variants of hardware-based adaptive texture maps and present applications i...
Gradient meshes, an advanced vector graphics primitive, are widely used by designers for creating sc...
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...
Figure 1: Example subdivision surface scenes rendered with diffuse path tracing (up to 8 bounces, 7 ...
Higher order surface primitives enable artists to create smooth, complex objects by manipulating on...
Modern Graphics Processing Units (GPU) exhibit a high degree of parallelism and over the years have ...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
International audienceThe radiosity method is one of the most popular rendering algorithms. It allow...
We present a GPU based implementation of Reyes-style adaptive surface subdivision, known in Reyes te...
This paper describes an implementation of a progressive radiosity algorithm for triangular meshes wh...
Figure 1: Two screen shots of an overflight of Fort Hunter Liggett, CA that illustrate the use of 4-...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during r...
Abstract: Improving terrain tile data selection efficiency, real-time loading of visible tile data a...
A technique is presented for producing synthetic images from numerical simulations, whereby the imag...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
We introduce several new variants of hardware-based adaptive texture maps and present applications i...
Gradient meshes, an advanced vector graphics primitive, are widely used by designers for creating sc...
Modern graphics processing units, GPUs, present an immense resource of computational power, that how...