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M. Stamminger, P. Slusallek, H.-P. Seidel. Interactive Walkthroughs and Higher Order Global Illumination . Modeling, Virtual Worlds, Distributed Grapics p. 121, 1995

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SMASH: A Next-Generation API for Programmable Graphics Accelerators - McCool (2001)   (4 citations)  (Correct)

....research focus has shifted from rendering scenes quickly to rendering them well. Due to this shift in emphasis, some classic computer graphics themes have been revived, but with a new emphasis on real time implementation. Many papers have recently appeared on real time physically based global [21, 31, 55, 60] and local [9, 21, 24, 27, 28, 29, 37] illumination, programmable shading [14, 33, 41, 43, 47, 51] lens simulation and tone mapping [10, 15, 22] and even real time raytracing [52] We have come to expect high quality from offline rendering systems. However, in some cases we have known for ....

....problem with the help of graphics hardware. Keller [31] uses multipass rendering to generate indirect illumination for diffuse environments. St urzlinger and Bastos [56] can render indirect illumination in glossy environments by visualizing the solution of a photon map algorithm. Stamminger et al. [55] and Walter et al. [60] place OpenGL light sources at virtual positions to simulate indirect illumination reflected by glossy surfaces, effectively using Phong lobes as a set of basis functions. Heidrich and Seidel [21] use multiple rendering passes and environment maps to render global ....

M. Stamminger, Ph. Slusallek, and H.-P. Seidel. Interactive walkthroughs and higher order global illumination. In Modeling, Virtual Worlds, Distributed Graphics, pages 121--128, November 1995.


Texture Shaders - McCool, Heidrich   (3 citations)  (Correct)

....problem with the help of graphics hardware. Keller [22] uses multipass rendering to generate indirect illumination for diffuse environments. Sturzlinger and Bastos [37] can render indirect illumination in glossy environments by visualizing the solution of a photon map algorithm. Stamminger et al. [36] and Walter et al. [39] place OpenGL light sources at virtual positions to simulate indirect illumination reflected by glossy surfaces. Heidrich and Seidel [17] use multiple rendering passes and environment maps to render global illumination solutions for non diffuse environments. Another useful ....

M. Stamminger, Ph. Slusallek, and H.-P. Seidel. Interactive walkthroughs and higher order global illumination. In Modeling, Virtual Worlds, Distributed Graphics, pages 121--128, November 1995.


Real-Time Rendering of Globally Illuminated Soft . . . - Hey (2002)   (Correct)

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M. Stamminger, P. Slusallek, H.-P. Seidel. Interactive Walkthroughs and Higher Order Global Illumination . Modeling, Virtual Worlds, Distributed Grapics p. 121, 1995


Hierarchical Higher Order Face Cluster Radiosity for.. - Gobbetti, Spano, Agus (2003)   (Correct)

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M. Stamminger, P. Slusallek, and H.-P. Seidel, "Interactive walkthroughs and higher order global illumination", in Modeling, Virtual Worlds, Distributed Grapics (D. W. Fellner, ed.), pp. 121--128, Gesellschaft fr Informatik, (1995). 2

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