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Cone Tracing for Furry Object Rendering - PubMed

    https://pubmed.ncbi.nlm.nih.gov/26357369/
    Abstract. We present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate required by the thin geometry of fur fibers. To reduce the cost of intersecting ...

Cone Tracing for Furry Object Rendering | IEEE Journals

    https://ieeexplore.ieee.org/document/6684531
    Abstract: We present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate required by the thin geometry of fur fibers. To reduce the cost of intersecting ...

Cone Tracing for Furry Object Rendering - computer.org

    https://www.computer.org/csdl/journal/tg/2014/08/06684531/13rRUxCitJc
    We present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate required by the thin geometry of fur fibers. To reduce the cost of intersecting fur fibers with cones, we construct a bounding …

Cone Tracing for Furry Object Rendering | Request PDF

    https://www.researchgate.net/publication/259350457_Cone_Tracing_for_Furry_Object_Rendering
    Abstract. We present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By …

Cone Tracing for Furry Object Rendering. - Abstract

    https://europepmc.org/article/MED/26357369
    We present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate required by the thin geometry of fur fibers.

CiteSeerX — K.: Cone Tracing for Furry Object Rendering

    https://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.433.205
    CiteSeerX - Document Details (Isaac Councill, Lee Giles, Pradeep Teregowda): Abstract—We present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate required by the thin geometry …

Fur Rendering - Kun Zhou

    http://kunzhou.net/2013/fur-rendering-tvcg.pdf
    samples within each cone is effectively reduced by approximating away in-cone variations of shading, opacity and occlusion. The result is a highly efficient ray tracing algorithm for furry objects which is able to render images of quality comparable to those generated by alternative methods, while significantly reducing the rendering time.

K.: Cone Tracing for Furry Object Rendering - CORE

    https://core.ac.uk/display/24060342
    Abstract—We present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate required by the thin geometry of fur fibers. To reduce the cost of intersecting ...

Hao Qin - Home

    https://dl.acm.org/profile/81466640458
    Cone Tracing for Furry Object Rendering. Hao Qin. State Key Laboratory of CAD&CG, Zhejiang University, Hangzhou, China, ... Micropolygon ray tracing with defocus and motion blur. Qiming Hou. Tsinghua University, Hao Qin. Zhejiang University, Wenyao Li. …

Qiming Hou's Homepage

    http://www.houqiming.net/
    Cone Tracing for Furry Object Rendering. Hao Qin, Menglei Chai, Qiming Hou, Zhong Ren, Kun Zhou. IEEE TVCG, 2014, Real-time Facial Animation on Mobile Devices. Yanlin Weng, Chen Cao, Qiming Hou, Kun Zhou. Graphical Models, 76(3): 172-179, 2014, Scalable Programmable Motion Effects on GPUs.

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