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—Multi-Protocol Label Switching is a technology that combines the simplicity of IP routing with the high-speed switching of ATM. Mobile IP is a protocol that allows users to move around and yet maintain continuous IP network connectivity. In this paper, we propose a scheme to integrate the Mobile IP and MPLS protocols. The integration improves the(More)
We present RenderAnts, the first system that enables interactive Reyes rendering on GPUs. Taking RenderMan scenes and shaders as input, our system first compiles RenderMan shaders to GPU shaders. Then all stages of the basic Reyes pipeline, including bounding/splitting, dicing, shading, sampling, compositing and filtering, are executed on GPUs using(More)
We present a real-time algorithm called <i>compensated ray marching</i> for rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition of the input smoke animation, represented as a sequence of volumetric density fields, into a set of radial basis functions (RBFs) and a sequence of residual fields. To(More)
Previous methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency light sources where such integration is impractical. Our method operates on vectors representing(More)
Bubbles and foams are important features of liquid surface phenomena, but they are difficult to animate due to their thin films and complex interactions in the real world. In particular, small bubbles (having diameter &lt;1cm) in a dense foam are highly affected by surface tension, so their shapes are much less deformable compared with larger bubbles. Under(More)
Existing algorithms can efficiently render refractive objects of constant refractive index. For a medium with a continuously varying index of refraction, most algorithms use the ray equation of geometric optics to compute piecewise-linear approximations of the non-linear rays. By assuming a constant refractive index within each tracing step, these methods(More)
We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken(More)
We present an algorithm for interactive hair rendering with both single and multiple scattering effects under complex environment lighting. The outgoing radiance due to single scattering is determined by the integral of the product of the environment lighting, the scattering function, and the transmittance that accounts for self-shadowing among hair fibers.(More)
We present a novel visibility representation, Intersection Field (i-Field), to compute global illumination in interactive rates. The i-Field provides fast visibility and line-scene intersection queries. We factorize the direct illumination into local irradi-ance and visibility ratio. The latter is efficiently evaluated by querying the i-Field. The indirect(More)