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We present a new real-time soft shadow algorithm using a single shadow map per light source. Therefore, our algorithm is well suited to render both complex and dynamic scenes, and it handles all rasterizable geometries. The key idea of our method is to use the shadow map as a simple and uniform discretized represention of the scene, thus allowing us to(More)
We introduce a new family of binary composition operators that solves four major problems of constructive implicit modeling: suppressing bulges when two shapes merge, avoiding unwanted blending at a distance, ensuring that the resulting shape keeps the topology of the union, and enabling sharp details to be added without being blown up. The key idea is that(More)
Geometric skinning techniques, such as smooth blending or dual-quaternions, are very popular in the industry for their high performances, but fail to mimic realistic deformations. Other methods make use of physical simulation or control volume to better capture the skin behavior, yet they cannot deliver real-time feedback. In this paper, we present the(More)
Figure 1: A complex scene rendered with soft shadows in a 768 × 768 image. From left to right: ground truth (1024 light samples), our previous method [GBP06] and our new algorithm at 24 fps (hard shadow mapping is performed at 41 fps). Abstract The recent soft shadow mapping technique [GBP06] allows the rendering in real-time of convincing soft shadows on(More)
In this paper we present multiple simple and efficient improvements for splatting based rendering systems. In a first step we derive a perspectively correct splat rasterization algorithm suitable for both efficient implementation on current GPU and the design of fast dedicated rasterization units taking advantages of incremental calculations. Next, we(More)
Figure 1: Images of a scene with a large dataset (758K triangles, lots of textures) featuring complex lighting conditions (glossy reflections, caustics, strong indirect lighting, etc.) computed in respectively 50 seconds (left) and one hour (right). Standard bidirectional path-tracing requires respectively 11 minutes and 13 hours to obtain the same results.(More)
(a) (b) (c) Figure 1: High quality shadows produced by our algorithm. The 1024×1024 images are computed in 4 seconds on a traditional Japanese scene composed of 501, 650 triangles, semi-opaque occluders and 4 omni-directional area lights. Abstract The accurate generation of soft shadows is a particularly computationally intensive task. In order to reduce(More)
Splatting-based rendering techniques are currently the best choice for efficient high-quality rendering of point-based geometries. However, such techniques are not suitable for large magnification, especially when the object is under-sampled. This paper improves the rendering quality of pure splatting techniques using a fast dynamic up-sampling algorithm(More)
In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics hardware allows efficient implementation of high quality surface splatting algorithms, their performance remains below those obtained with simpler point based rendering algorithms(More)
We propose an hybrid CPU-GPU ray-tracing implementation based on an optimal Kd-Tree as acceleration structure. The construction and traversal of this KD-tree takes benefit from both the CPU and the GPU to achieve high-performance ray-tracing on mainstream hardware. Our approach, flexible enough to use only a single computing unit (CPU or GPU), is able to(More)