Advanced animation and rendering techniques
Advanced animation and rendering techniques
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Measuring and modeling anisotropic reflection
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Interactive visual realism using distributed rendering
Interactive visual realism using distributed rendering
Improved Computational Methods for Ray Tracing
ACM Transactions on Graphics (TOG)
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Exploiting frame coherence with the temporal depth buffer in a distributed computing environment
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Parallel ray tracing on a chip
Practical parallel rendering
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
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Visual realism is necessary for many virtual reality applications. In order to convince the user that the virtual environment is real, the scene presented should faithfully model the expected actual environment. A highly accurate, fully modeled, interactive environment is thus seen as "virtually real."This paper addresses the problem of interactive visual realism and discusses a possible solution: a hybrid rendering paradigm that ties distributed graphics hardware and ray tracing systems together for use in interactive, high visual realism applications.This new paradigm is examined in the context of a working rendering system. This system is capable of producing images of higher fidelity than possible through the use of graphics hardware alone, able both to render images at speeds useful for interactive systems and to progressively refine static, high quality snapshots.