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Publications (6)
Small objects causing aliasing are enlarged so that they are likely to be sampled by image sampling points. The opacity of the enlarged object is reduced in proportion to the enlargement. To efficiently render partially transparent objects, such as enlarged objects, objects are sampled using sigma buffer samples instead of image sample points. For...
We describe a multiresolution radiosity caching method that enables efficient computation of global illumination (GI) in a single pass in complex CG movie production scenes.
This paper describes how we extended Pixar's RenderMan renderer with ray tracing abilities. In order to ray trace highly complex scenes we use multiresolution geometry and texture caches, and use ray differentials to determine the appropriate resolution. With this method we are able to efficiently ray trace scenes with much more geometry and textur...
In this talk I will describe how we extended Pixar Animation Studios' RenderMan renderer with ray tracing abilities. In order to ray trace highly complex scenes we use multiresolution geometry and texture caches, and use ray differentials to determine the appropriate resolution. With this method we are able to efficiently ray trace scenes with much...
We introduce a tiled 3D MIP map representation of global illumination data. The representation is an adaptive, sparse octree with a ìbrickî at each octree node; each brick consists of 83 voxels with sparse irradiance values. The representation is designed to enable efcient caching. Combined with photon tracing and recent advances in distribution ra...
When rendering only directly visible objects, ray tracing a few levels of specular reflection from large, low-curvaturesurfaces, and ray tracing shadows from point-like light sources, the accessed geometry is coherentand a geometry cache performs well. But in many other cases, the accessed geometry is incoherent and a standardgeometry cache perform...