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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.
http://graphics.stanford.edu/papers/allfreq/
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
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.
http://www.cs.sunysb.edu/~mueller/research/pop/
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
A list of publications mainly about Photon Mapping, Global Illumination and rendering natural phenomenon such as fire, skin and smoke.
http://graphics.ucsd.edu/~henrik/papers/
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
A project trying to capture the surface properties of real-life objects that cannot be effectively captured by any existing lighting models (such as Phong).
http://vision.ucsd.edu/kriegman-grp/research/ibr/
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
An implementation in java of Perlin's 2002 SIGGRAPH paper (available in PDF format) describing a improved noise generating function.
http://mrl.nyu.edu/~perlin/noise/
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
Papers relating to Character Animation, Implicit and Skeletal Modeling, Implicit Surface Polygonization, Convolution Surfaces and Transformations and Geometry.
http://www.unchainedgeometry.com/jbloom/papers.html
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
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 surfaces.
http://www-graphics.stanford.edu/papers/metro/
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
Papers about Monte Carlo and quasi-Monte Carlo methods, highly uniform point sets, particle methods for transport equations and wavelets and the lifting scheme.
http://graphics.uni-ulm.de/
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
- Describes a method to visualize the curved spacetime around blackholes. By Tetsu Satoh, Haruo Takemura and Naokazu Yokoya. [PDF]
http://yokoya.aist-nara.ac.jp/paper/datas/267/skapps_0132.pdf
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
Making a simple bowl with C4D XL, splines and NURBS.
http://www.technoscope.com/c4d/bowl/index.html
PageRank: Not available
(Clicks: 0; Added on: Sep 18, 2012) Listing Details Report Broken  Listing
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