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Papers, publications and other research relating to ray tracing.
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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 shadows.
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.
Eric Veach and Leonidas J. Guibas study techniques for reducing the sampling noise inherent in pure Monte Carlo approaches to global illumination.
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 Laurent Moll.
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.
A compendium containing most of the useful formulas and equations for global illumination algorithms.
A list of publications mainly about Photon Mapping, Global Illumination and rendering natural phenomenon such as fire, skin and smoke.
An implementation in java of Perlin's 2002 SIGGRAPH paper (available in PDF format) describing a improved noise generating function.
Various papers describing the free radiance highly accurate ray-tracing software system for UNIX computers.
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.
Nick Rasmussen, Duc Quang Nguyen, Willi Geiger and Ronald Fedkiw presents an efficient method for simulating highly detailed large scale participating media such as nuclear explosions.
Describes a method to visualize the curved spacetime around blackholes. By Tetsu Satoh, Haruo Takemura and Naokazu Yokoya. [PDF]
A compendium containing most of the useful formulas and equations for global illumination algorithms.
Describes a method to visualize the curved spacetime around blackholes. By Tetsu Satoh, Haruo Takemura and Naokazu Yokoya. [PDF]
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.
Eric Veach and Leonidas J. Guibas study techniques for reducing the sampling noise inherent in pure Monte Carlo approaches to global illumination.
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 shadows.
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.
Nick Rasmussen, Duc Quang Nguyen, Willi Geiger and Ronald Fedkiw presents an efficient method for simulating highly detailed large scale participating media such as nuclear explosions.
An implementation in java of Perlin's 2002 SIGGRAPH paper (available in PDF format) describing a improved noise generating function.
A list of publications mainly about Photon Mapping, Global Illumination and rendering natural phenomenon such as fire, skin and smoke.
Various papers describing the free radiance highly accurate ray-tracing software system for UNIX computers.
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.
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.
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 Laurent Moll.
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.
Last update:
April 30, 2022 at 7:55:14 UTC
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