Stephen McAuley

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<b>Real-Time Line and Disk Light Shading</b> <b>Eric Heitz and Stephen Hill</b> At SIGGRAPH 2016, we presented a new real-time area lighting technique for polygonal sources. In this talk, we will show how the underlying framework, based on <i>Linearly Transformed Cosines</i> (LTCs), can be extended to support line and disk lights. We will discuss the(More)
Physically based shading is increasingly important in both film and game production. By adhering to physically based, energy-conserving shading models, one can easily create high-quality, realistic materials that maintain that quality under a variety of lighting environments. Traditional "ad-hoc" models require extensive tweaking to achieve the same result,(More)
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