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...
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.
Stanford University. Research areas include volume rendering, rendering algorithms and systems, 3D scanning, image-based rendering, virtual reality, compression of graphics objects, user interfaces for visualization, high-performance graphics architec...
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...
Eric Veach and Leonidas J. Guibas describes a method for solving the light transport problem that performs especially well on problems that are usually considered difficult, e.g. those involving bright indirect light, small geometric holes, or glossy ...
Timothy J. Purcell, Ian Buck, William R. Mark, and Pat Hanrahan evaluate trends in programmability of the graphics pipeline and explain how ray tracing can be mapped to graphics hardware.
Eric Veach Ph.D. dissertation describes light transport problems in computer graphics and develops new Monte Carlo techniques that greatly extend the range of input models for which light transport simulations are practical.