Diffraction, interference, dispersive refraction and scattering are four wavelength-dependent mechanisms that produce iridescent colors. The per-wavelength sampling required to render iridescence significantly increases the computation required to render iridescence in real time. Furthermore, diffraction exhibits much higher frequencies and sharper peak responses than interference and dispersive refraction. The rendering of physically based diffraction has previously been limited to offline global illumination techniques such as ray tracing, employed simple color ramps to approximate diffraction physics or sampled slower varying interference functions. We propose a technique to render physically accurate diffraction in real-time on programm...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
We propose a real-time hybrid rendering algorithm that off-loads computationally complex rendering o...
In this paper we present a heuristic approach for simulating advanced light material interactions in...
Computer graphics have evolved at a very fast pace over the last forty years. Most of the research i...
We propose two novel contributions for measurement based rendering of diffraction effects in surface...
Graduation date: 2014Realistic (ideally photorealistic) real-time rendering has remained an elusive ...
Algorithms for rendering interreflection (or indirect illumination) effects of-ten make assumptions ...
This work presents shading models for the iridescent colors produced by diffraction gratings suitabl...
Virtual reality headsets and light field displays are relatively new display technologies that are b...
Diffraction has been relatively untapped so far in the rendering environment. By making some tweaks ...
International audienceWe present an algorithm to render objects made of transparent materials with r...
We propose a real-time hybrid rendering algorithm that off-loads computationally complex rendering o...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
We propose a real-time hybrid rendering algorithm that off-loads computationally complex rendering o...
In this paper we present a heuristic approach for simulating advanced light material interactions in...
Computer graphics have evolved at a very fast pace over the last forty years. Most of the research i...
We propose two novel contributions for measurement based rendering of diffraction effects in surface...
Graduation date: 2014Realistic (ideally photorealistic) real-time rendering has remained an elusive ...
Algorithms for rendering interreflection (or indirect illumination) effects of-ten make assumptions ...
This work presents shading models for the iridescent colors produced by diffraction gratings suitabl...
Virtual reality headsets and light field displays are relatively new display technologies that are b...
Diffraction has been relatively untapped so far in the rendering environment. By making some tweaks ...
International audienceWe present an algorithm to render objects made of transparent materials with r...
We propose a real-time hybrid rendering algorithm that off-loads computationally complex rendering o...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or ...
To synthesize realistic translucent materials in computer graphics, it is necessary to simulate the ...
We propose a real-time hybrid rendering algorithm that off-loads computationally complex rendering o...
In this paper we present a heuristic approach for simulating advanced light material interactions in...