Toru Matsuoka

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(a) Direct ray trace rendering (b) Close view of (a) (c) Memory usage (GB) Figure 1. (a) A result of ray casting using our algorithm. 1.1M patches at 1K x 1K resolution, rendered in 0.218s with 305.2MB of memory. (b) Close view of the same model in 1.226 s. (c) Memory usage of PreTess:pre-tessellation, BC2:Bézier clipping method with 2 patches in leaf nodes(More)
classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. (a) Workflow (b) Conventional DOMs (c) (b) followed by(More)
The "curves" primitive provides a way to define ribbon-like objects such as fur and hair. Ray tracing thin primitives is a difficult problem. It is possible to compute ray/curve intersections without tessellation [Nakamaru and Ohno 2002], but it requires many samples to reduce aliasing. On the other hand, GPU/rasterization based methods incorporate the(More)
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