Real-Time Rendering

In Computer-Aided Design (CAD), Non-Uniform Rational B-Splines (NURBS) are a common model representation for export, simulation and visualization. In this paper, we present a direct rendering method for trimmed NURBS models based on their parametric description.


Modern virtual reality simulations require a constant high-frame rate from the rendering engine. They may also require very low latency and stereo images.


We propose several techniques for latency reduction in real-time rendering in the context of virtual reality applications.3D Image Warping and Multi-Frame Rate Rendering Techniques


In this paper, we present a flexible and efficient approach for the integration of order-independent transparency into a deferred shading pipeline.Order-Independent Transparency for Programmable Deferred Shading Pipelines


We present a highly efficient direct trimming technique for NURBS surfaces, which is applicable to tessellation-based rendering as well as to ray tracing systems.Direct Rendering of Trimmed NURBS Surfaces on the GPU


We introduce a greedy cut update algorithm based on split-and-collapse operations for updating the cut on a frame-to-frame basis.Error-Controlled Multi-Resolution Volume Rendering


We describe the design, implementation and evaluation of a client-server depth-image warping architecture that updates and displays the scene graph at the refresh rate of the display.A Shared-Scene-Graph Image-Warping Architecture for VR: Low Latency versus Image Quality


We describe the design, implementation and evaluation of a client-server depth-image warping architecture that updates and displays the scene graph at the refresh rate of the display.A Shared-Scene-Graph Image-Warping Architecture for VR: Low Latency versus Image Quality








Using Projected Light to generate realistic Occlusion Effects for Optical See-Through Displays