Learn More
A new technique for rendering convective clouds is suggested. The technique uses two lattice-Boltzmann (LB) models, one for generating the spatial and temporal distribution of water density and the other for photon transport , that is, lighting the water density with correct anisotropic scattering. The common LB structure is easily mapped to parallel(More)
Numerical solution of any large, three-dimensional fluid flow problem is a computationally intensive task that typically requires supercomputer solution to achieve reasonable execution time. This paper describes an alternative approach, a technique for mapping three-dimensional fluid flow models to low-cost, desktop hardware. The approach is shown to(More)
This tutorial will present audience members with the foundations necessary to implement general purpose computations on graphics processing units (GPUs). Initially designed for computer graphics, current GPUs have evolved into programmable, highly parallel, floating point processing units. GPUs are now viewed as inexpensive coprocessors that are ideally(More)
This paper presents a simple and efficient algorithm for achieving real-time performance on current consumer graphics hardware when rendering complex, dynamic scenes with direct and secondorder diffuse (indirect) illumination. An image space, low-discrepancy sampling technique for positioning point lights is presented. These point lights simulate(More)
Real-time cinematic relighting of large, forest ecosystems remains a challenging problem, in that important global illumination effects , such as leaf transparency and inter-object light scattering, are difficult to capture, given tight timing constraints and scenes that typically contain hundreds of millions of primitives. A solution that is based on a(More)
  • 1