We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during rendering. It can be applied to a wide range of transparent geometry (e.g., foliage, windows, hair, and smoke). AT closely matches the ground-truth A-buffer solution and is both higher quality and faster than other approximate OIT techniques.
A way to re-attach polygonal models without creating 3-sided or n-sided polygons. This article is for 3D-modelers, animators;creators of game characters.
DreamWorks Animation embarked on a radical re-engineering of their animation pipeline to better accommodate artistic aspirations and improve workflow across an increasingly complex environment. This article describes the new model being put in place.
The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
As with lighting, rendering is often one of the least-understood aspects of 3D imaging, but it’s critical to achieving high-quality animations. This article goes into the details of the varying procedures associated with rendering in Autodesk* Softimage.
- Transport equations
- Ray tracing algorithms
- Photon tracing
- Radiosity for global illumination computation, form factors
- Efficient approaches to global illumination
- Monte Carlo methods for global illumination
- Image-based rendering, panorama viewing, plenoptic function modeling
- Rendering of complex natural phenomenon
- Non-photorealistic rendering
Case Study in Parallel Computation and Graphics Visualization: Parallel Ray Tracer