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The following design solutions are currently supported:
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With the help of a path-tracing procedure and physically based material models, the global illumination can be visualized realistically. The respective CAD model is used, for example, to derive a virtual reality simulation.Įnscape uses OpenGL 4.4 and Vulkan and provides photorealistic representations of the underlying CAD models. A real-time method is applied to achieve higher iteration speeds at the planning project by reducing waiting times. Naty is particularly interested in physically-based real-time rendering methods, on which he has published several articles and taught classes at SIGGRAPH, I3D, GDC and Meltdown.The main focus of Enscape lies in the calculation of realistic visualizations of architecture with low operating complexity. He has contributed to the development of numerous games as well as instruction set extensions, major graphics APIs, and processors. Previously he was a microprocessor architect at Intel. Naty Hoffman has been developing videogame graphics for over a decade. He received an MS from the Program of Computer Graphics at Cornell in 1985. He is currently an editor of the journal of graphics tools, online editor for ACM TOG, and maintainer of the Graphics Gems code repository, among other activities. Eric Haines is a Lead Software Engineer at Autodesk, Inc., working on a next-generation interactive rendering system for computer-aided design applications.
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In 2000 he was a post doc at UC Berkeley and he also spent time at UC San Diego (2004/2005) as a visiting researcher. He received an MSc in Computer Science and Engineering from Lund in 1995, and a PhD in computer graphics from Chalmers University of Technology in 1998. Tomas Akenine-Moller is a professor of computer science, specializing in computer graphics and image processing, at the Department of Computer Science, Lund University, Sweden.
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