Runtime Implementation of Modular Radiance Transfer
This talk complements a technical paper and focuses on implementation issues, including how our run time is designed to scale across many different platforms, from iPhones to modern GPUs.
Physically-based Simulation of Rainbows
In this paper, we derive a physically based model for simulating rainbows. Previous techniques for simulating rainbows have used either geometric optics (ray tracing) or Lorenz-Mie theory.
Progressive Virtual Beam Lights
We present Virtual Beam Lights (VBLs), a progressive many-lights algorithm for rendering complex indirect transport paths in, from, and to media.
Fabricating Translucent Materials Using Continuous Pigment Mixtures
We present a method for practical physical reproduction and design of homogeneous materials with desired subsurface scattering.
Goal-Based Caustics
We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source.
Progressive Expectation-Maximization for Hierarchical Rendering of Participating Media
In this paper, we propose a parametric density estimation technique that represents radiance using a hierarchical Gaussian mixture.
Shadowpix: Multiple Images from Self Shadowing
We present algorithms for constructing SHADOWPIX that allow up to four images to be embedded in a single surface. SHADOWPIX can produce a variety of unusual effects depending on the embedded images: moving the light can animate or relight the object in the image, or three colored lights may be used to produce a single colored image.
Theory and Analysis of Transient Rendering
We propose a novel density estimation technique that allows reusing sampled paths to reconstruct time-resolved radiance, and devise new sampling strategies that take into account the distribution of radiance along time in participating media.
OSCAM – Optimized Stereoscopic Camera Control for Interactive 3D
This paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges in interactive stereoscopic applications like games.
A Framework for Transient Rendering
We propose a novel density estimation technique that allows reusing sampled paths to reconstruct time-resolved radiance, and devise new sampling strategies that take into account the distribution of radiance along time in participating media.
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