Tag: Realistic Rendering

We are proud to present a new release of our  freeware surgical drilling simulator. That uses advanced volume ray casting and haptic force feedback to simulate a realistic drilling procedure in the temporal bone. This version has a complete drilling tutorial that guides the user through a whole masteodectomi. Notice the light green coloured bone structures, this indicates where the surgeon should drill. And the dark green coloured is used to display the bone that should have been drilled away…

We have just had our paper on real-time subsurface scattering accepted for High-Performance Graphics 2011. The conference takes place August 5-7 in Vancouver. Here you can find a preprint of the paper which is titled SSLPV: Subsurface Light Propagation Volumes. Also we have provided a small demo along with the GLSL shader code.

After Toshiyas visit we finally got around to implement a cuda version of his great progressive photon mapping. It needs a lot of photons to converge, but it is really cool for caustics!

A teaser showing off our newest research project result on real-time subsurface scattering.

We have been experimenting with image based lighting and importance sampling of a HDRI maps – as well as unifying our various ray trace related techniques into a single framework (codename: Cyclops). This framework is to be used for some of our future ray trace related projects, e.g. quick rebuild of acceleration structure as well as predictive rendering. … oh, and everything is GPU based – coded from the ground up (Cuda and OpenCL).