kevinboulanger.net kevinboulanger.net

kevinboulanger.net

Karolyn Boulanger's Homepage

Karolyn Boulanger's personal website. I present my research work on real-time nature rendering and my real-time rendering platform, Neptune 3D.

http://www.kevinboulanger.net/

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CONTACTS AT KEVINBOULANGER.NET

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kevin boulanger

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Ap●●48

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kevin boulanger

8700 Mai●●●●●●●●mit Blvd

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Or●●do , Florida, 32810

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Karolyn Boulanger's Homepage | kevinboulanger.net Reviews
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Karolyn Boulanger's personal website. I present my research work on real-time nature rendering and my real-time rendering platform, Neptune 3D.
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1 Karolyn Boulanger personal website computer graphics PhD real-time nature rendering Neptune 3D
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Karolyn Boulanger's Homepage | kevinboulanger.net Reviews

https://kevinboulanger.net

Karolyn Boulanger's personal website. I present my research work on real-time nature rendering and my real-time rendering platform, Neptune 3D.

INTERNAL PAGES

kevinboulanger.net kevinboulanger.net
1

Rendering Trees with Indirect Lighting in Real-Time

http://www.kevinboulanger.net/treeshadows.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. High-Frequency Shadows for Real-Time Rendering of Trees. The following images show a comparison between renderings without and with high-frequency shadows. Both images feature low-frequency lighting, translucency and indirect lighting. Click on the images to see the full-size renderings. We base our method on a texture cube map, called. At rendering time, for each rendered point of each leaf (P1 and P2 for example in th...

2

Links

http://www.kevinboulanger.net/links.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Personal, friends and blogs. Is a website about English civilization maintained by my sister (in French). It contains abundant information about England, Ireland, United States, Australia, Scotland and Wales. It contains dictionaries in several languages in several domains. It also contains many pictures taken in our travels in several of these countries,. Image-Based Modeling and Rendering of the Human Eye. Image loadi...

3

Rendering Grass Terrains in Real-Time with Dynamic Lighting

http://www.kevinboulanger.net/grass.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Rendering Grass in Real Time with Dynamic Lighting. Our method supports three levels of detail, so allows rendering at any distance from the grass. Here are some results (click on the thumbnails to see larger images):. Here is an example of rendering showing the first kind of shadows:. Here is an example of rendering showing the shadows on grass blades cast by neighbor blades:. The speeds we claim are for the WORST case.

4

Kévin Boulanger's Homepage

http://www.kevinboulanger.net/index.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Update of the Links page. May 21, 2009. Page has been updated and contains now many more links (documentation, books, 3D models, 3D engines). New page on high-frequency shadows for real-time rendering of trees. April 16, 2009. PhD thesis defense done at INRIA in France. November 16, 2008. Or using this direct download link. August 5, 2008. My written thesis is finally online! You can find it on this page. July 25, 2008.

5

Rendering Trees with Indirect Lighting in Real-Time

http://www.kevinboulanger.net/trees.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Rendering Trees with Indirect Lighting in Real-Time. The contribution of indirect lighting is of high importance within a set of leaves due to the large number of reflections and transmissions of light that take place in this set. The following images show a comparison between a photo of a real tree and our rendering method. We are able to reproduce the different lighting effects inside the tree. Direct from the sky only.

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LINKS TO THIS WEBSITE

graphics.cs.ucf.edu graphics.cs.ucf.edu

UCF Graphics Lab

http://graphics.cs.ucf.edu/people.html

Sumanta N. Pattanaik. School of Electrical Engineering and Computer Science. Engr III, Room 218. University of Central Florida. Sumant 'at' cs.ucf.edu. Advisor: Sumanta N. Pattanaik. 332 61 53 07 57. Contact [at] bobbyblues.com. Advisor: Sumanta N. Pattanaik. Neslisah [at] knights.ucf.edu. Advisors: Sumanta N. Pattanaik. Etaranta [at] gmail.com. Yugang Min (Cosupervised with Anand Santhanam from CREOL. Graduated with a Doctoral degree from UCF in Summer 2010. Current affiliation: ATI-AMD. Jarolslav Kriva...

kevinboulanger.com kevinboulanger.com

Rendering Trees with Indirect Lighting in Real-Time

http://www.kevinboulanger.com/treeshadows.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. High-Frequency Shadows for Real-Time Rendering of Trees. The following images show a comparison between renderings without and with high-frequency shadows. Both images feature low-frequency lighting, translucency and indirect lighting. Click on the images to see the full-size renderings. We base our method on a texture cube map, called. At rendering time, for each rendered point of each leaf (P1 and P2 for example in th...

kevinboulanger.com kevinboulanger.com

Rendering Trees with Indirect Lighting in Real-Time

http://www.kevinboulanger.com/trees.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Rendering Trees with Indirect Lighting in Real-Time. The contribution of indirect lighting is of high importance within a set of leaves due to the large number of reflections and transmissions of light that take place in this set. The following images show a comparison between a photo of a real tree and our rendering method. We are able to reproduce the different lighting effects inside the tree. Direct from the sky only.

kevinboulanger.com kevinboulanger.com

Rendering Grass Terrains in Real-Time with Dynamic Lighting

http://www.kevinboulanger.com/grass.html

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Rendering Grass in Real Time with Dynamic Lighting. Our method supports three levels of detail, so allows rendering at any distance from the grass. Here are some results (click on the thumbnails to see larger images):. Here is an example of rendering showing the first kind of shadows:. Here is an example of rendering showing the shadows on grass blades cast by neighbor blades:. The speeds we claim are for the WORST case.

neptune3d.net neptune3d.net

Neptune 3D

http://www.neptune3d.net/index.html

Neptune 3D is a 3D real-time engine designed primarily for rendering on several types of screens, from simple one-monitor configurations to auto-stereoscopic screens and immersive multi-display environments. It is based on a scene graph to represent the rendered scene and the display pipeline. Rendering on multiple screens is just a matter of creating additional graph nodes to describe the characteristics of the additional viewports. Progress of the new website construction! Nov 22, 2007.

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Karolyn Boulanger's Homepage

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Update of the Links page. May 21, 2009. Page has been updated and contains now many more links (documentation, books, 3D models, 3D engines). New page on high-frequency shadows for real-time rendering of trees. April 16, 2009. PhD thesis defense done at INRIA in France. November 16, 2008. Or using this direct download link. August 5, 2008. My written thesis is finally online! You can find it on this page. July 25, 2008.

kevinboulanger.net kevinboulanger.net

Karolyn Boulanger's Homepage

High-frequency shadows for real-time tree rendering. Automatic Tour Into the Picture. Update of the Links page. May 21, 2009. Page has been updated and contains now many more links (documentation, books, 3D models, 3D engines). New page on high-frequency shadows for real-time rendering of trees. April 16, 2009. PhD thesis defense done at INRIA in France. November 16, 2008. Or using this direct download link. August 5, 2008. My written thesis is finally online! You can find it on this page. July 25, 2008.

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