Rendering Algorithms

Generating photorealistic images of synthetic scenes has been an important goal in Computer Graphics over the last two decades. Not only must the distribution of light through a scene be simulated, but it is equally important to accurately simulate the complex geometry and subtleties of surface appearence that give real scenes their visual richness. Recent increases in computing power have allowed the underlying physics of scenes to be simulated in much greater detail than in the past; this has in turn produced much more realistic images. Current research at Stanford focuses on Monte Carlo and Finite Element based techniques for computing global illumination; the simulation of camera lens systems and film; and the derivation of more accurate surface reflectance models.

People working on this project:

Recent papers in this area:

Geometry Caching for Ray-Tracing Displacement Maps
Matt Pharr and Pat Hanrahan,
Proc. 1996 Eurographics Workshop on Rendering
Integration Methods For Galerkin Radiosity Couplings
Reid Gershbein
Proceedings of the Sixth Eurographics Workshop on Rendering
A Realistic Camera Model for Computer Graphics
Craig Kolb, Don Mitchell, and Pat Hanrahan
Proc. SIGGRAPH '95
Textures and Radiosity: Controlling Emission and Reflection with Texture Maps
Reid Gershbein, Peter Schröder, and Pat Hanrahan
Proc. SIGGRAPH '94

If images on this page look dark to you, see our note about gamma correction.

A list of technical papers, with abstracts and pointers to additional information, is also available. Or you can return to the research projects page or our home page.


Last modified: Mon Jun 24 16:17:49 1996
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