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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