In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which includes an efficient computation of secondary and shadow rays, contrary to previous work which supported ray-surface intersections for primary rays only. Volumetric effects are added to the models by means of scattered data interpolation in order to combine point-based surface and volume rendering in the same scene. This allows us to obtain effects such as refraction within volumetric objects. The flexibility of our method is demonstrated by combining shadows, textured objects, refraction and volumetric effects in the same scene comprised uniquely by point sets
We present efficient data structures and caching schemes to accelerate ray-surface intersections for...
Hardware accelerated point-based rendering (PBR) algorithms have suffered in the past from multiple ...
Abstract We present an interactive GPU-based algorithm for accurately rendering high-quality, dynami...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
Point-based models are gaining lately considerable attention as an alternative to traditional surfac...
In this paper we present a new method for accelerating ray tracing of scenes containing NURBS (Non U...
In this paper we introduce a novel approach to control different rendering parameters of volume ray ...
Recent research on high-performance ray tracing has achieved real-time performance even for highly c...
State of the art scanning and capturing devices are able to produce surface point cloud models of a ...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
The elaboration deals with the analyses of two algorithms to GPU-rendering of surfaces, which are re...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
In this paper we present a method for interactive rendering general procedurally defined functionall...
Part 8: Tools and Methods IInternational audienceRendering in 3D games typically uses rasterization ...
Rendering 3D Volumes Using Per-Pixel Displacement Mapping offers a simple and practical solution to ...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for...
Hardware accelerated point-based rendering (PBR) algorithms have suffered in the past from multiple ...
Abstract We present an interactive GPU-based algorithm for accurately rendering high-quality, dynami...
In this paper, we present a fast GPU-based algorithm for ray-tracing point-based models, which inclu...
Point-based models are gaining lately considerable attention as an alternative to traditional surfac...
In this paper we present a new method for accelerating ray tracing of scenes containing NURBS (Non U...
In this paper we introduce a novel approach to control different rendering parameters of volume ray ...
Recent research on high-performance ray tracing has achieved real-time performance even for highly c...
State of the art scanning and capturing devices are able to produce surface point cloud models of a ...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
The elaboration deals with the analyses of two algorithms to GPU-rendering of surfaces, which are re...
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and c...
In this paper we present a method for interactive rendering general procedurally defined functionall...
Part 8: Tools and Methods IInternational audienceRendering in 3D games typically uses rasterization ...
Rendering 3D Volumes Using Per-Pixel Displacement Mapping offers a simple and practical solution to ...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for...
Hardware accelerated point-based rendering (PBR) algorithms have suffered in the past from multiple ...
Abstract We present an interactive GPU-based algorithm for accurately rendering high-quality, dynami...