Browsing High-Performance Graphics 2014 by Subject "I.3.7 [Computer Graphics]"
Now showing items 1-5 of 5
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Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur
(The Eurographics Association, 2014)Hair and fur typically consist of a large number of thin, curved, and densely packed strands which are difficult to ray trace efficiently. A tight fitting spatial data structure, such as a bounding volume hierarchy (BVH), ... -
High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting
(The Eurographics Association, 2014)We present a new method for rendering realistic cumulus clouds in real time. The clouds in our approach consist of randomly rotated and scaled copies of a single reference particle. During the pre-processing, we pre-compute ... -
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
(The Eurographics Association, 2014)We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using ... -
Real-Time Deformation of Subdivision Surfaces from Object Collisions
(The Eurographics Association, 2014)We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are ... -
Reduced Precision for Hardware Ray Tracing in GPUs
(The Eurographics Association, 2014)We propose a high performance, GPU integrated, hardware ray tracing system. We present and make use of a new analysis of ray traversal in axis aligned bounding volume hierarchies. This analysis enables compact traversal ...