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The mesh colors method is a revolutionary
way of keeping color data on polygonal meshes.
Its simplicity and efficiency make it a perfect choice for applications like 3D painting
and storing precomputed data on meshes (like ambient occlusion).
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Dual Scattering Approximation

Dual Scattering is an extremely fast approximation of multiple scattering simulation in hair,
which will be presented in SIGGRAPH 2008.
Its extreme simplicity even permits real-time implementation on the GPU.
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Deep Opacity Maps

This is a new method for computing shadows from semi-transparent objects like hair,
which will be presented in EUROGRAPHICS 2008.
Extending the concept of opacity shadow maps, deep opacity maps method significantly
improves the quality and speed of shadow computation.
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Wave Particles

This is a new method for the real-time simulation of water
waves and their interactions with floating objects
presented in SIGGRAPH 2007.
It is extremely fast and ready to be used in new generation video games and special
effects for movies.
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Open Source Code Base
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cyCodeBase is my open source code base intended for graphics programmers.
It includes C++ libraries for basic graphics classes, and solutions to frequent
graphics programming problems.
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