Ren Ng, Ravi Ramamoorthi and Pat Hanrahan presents a method, based on pre-computed light transport, for real-time rendering of objects under all-frequency, time-varying illumination represented as a high-resolution environment map. This gives good sha...
Papers describing various physically accurate simulations of complex amorphous phenomena such as smoke, fire, wind and melting at real time frame rates using standard PCs and graphics hardware.
Douglas Enright, Steve Marschner and Ronald Fedkiw describes a method designed to produce visually plausible water effects, for example the pouring of water into a glass and the breaking of an ocean wave.
Research mostly center around global illumination and monte carlo ray tracing. Contains some environment maps, a description of a Cornell box experiment, Publications and the RenderPark ray tracer.
Presents two efficient image-based approaches for computation and display of high-quality soft shadows from area light sources: Layered attenuation maps and coherence-based raytracing. Authors: Maneesh Agrawala, Ravi Ramamoorthi, Alan Heirich and Laur...
Splatting is a fast volume rendering algorithm which achieves its speed by projecting voxels in the form of pre-integrated interpolation kernels, or splats. By Klaus Mueller and Roger Crawfis.