Now showing items 1-20 of 23

    • Adaptive LightSlice for Virtual Ray Lights 

      Frederickx, Roald; Bartels, Pieterjan; Dutré, Philip (The Eurographics Association, 2015)
      We speed up the rendering of participating media with Virtual Ray Lights (VRLs) by clustering them in a preprocessing step. A subset of representative VRLs is then sampled from the clustering, which is used for the final ...
    • Adaptive Quantization Visibility Caching 

      Popov, Stefan; Georgiev, Iliyan; Slusallek, Philipp; Dachsbacher, Carsten (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      Ray tracing has become a viable alternative to rasterization for interactive applications and also forms the basis of most global illumination methods. However, even today's fastest ray-tracers offer only a tight budget ...
    • Ambient Occlusion Baking via a Feed-Forward Neural Network 

      Erra, Ugo; Capece, Nicola Felice; Agatiello, Roberto (The Eurographics Association, 2017)
      We present a feed-forward neural network approach for ambient occlusion baking in real-time rendering. The idea is based on implementing a multi-layer perceptron that allows a general encoding via regression and an efficient ...
    • Analytic Rasterization of Curves with Polynomial Filters 

      Manson, Josiah; Schaefer, Scott (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      We present a method of analytically rasterizing shapes that have curved boundaries and linear color gradients using piecewise polynomial prefilters. By transforming the convolution of filters with the image from an integral ...
    • BRDF Representation and Acquisition 

      Guarnera, Dar'ya; Guarnera, Giuseppe Claudio; Ghosh, Abhijeet; Denk, Cornelia; Glencross, Mashhuda (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and ...
    • Capturing Relightable Human Performances under General Uncontrolled Illumination 

      Li, Guannan; Wu, Chenglei; Stoll, Carsten; Liu, Yebin; Varanasi, Kiran; Dai, Qionghai; Theobalt, Christian (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      We present a novel approach to create relightable free-viewpoint human performances from multi-view video recorded under general uncontrolled and uncalibated illumination.We first capture a multi-view sequence of an actor ...
    • Compressed Multiresolution Hierarchies for High-Quality Precomputed Shadows 

      Scandolo, Leonardo; Bauszat, Pablo; Eisemann, Elmar (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      The quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high-resolution shadow maps based on precomputed multiresolution hierarchies. Traditional ...
    • Compressive Image Reconstruction in Reduced Union of Subspaces 

      Miandji, Ehsan; Kronander, Joel; Unger, Jonas (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present a new compressed sensing framework for reconstruction of incomplete and possibly noisy images and their higher dimensional variants, e.g. animations and light-fields. The algorithm relies on a learning-based ...
    • Detail Highlighting using a Shadow Edge Histogram 

      Gkaravelis, Anastasios; Papaioannou, Georgios (The Eurographics Association, 2017)
      In this paper we propose a simple and effective technique for setting up a configuration of directional light sources to accentuate the prominent geometric features of complex objects by increasing the local shadow contrast ...
    • Example-based Interpolation and Synthesis of Bidirectional Texture Functions 

      Ruiters, Roland; Schwartz, Christopher; Klein, Reinhard (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      Bidirectional Texture Functions (BTF) have proven to be a well-suited representation for the reproduction of measured real-world surface appearance and provide a high degree of realism. We present an approach for designing ...
    • Exploiting the Potential of Image Based Crowd Rendering 

      Izquierdo, Maria; Beacco, Alejandro; Pelechano, Nuria; Andujar, Carlos (The Eurographics Association, 2015)
      Per-joint impostors have been used to achieve high performance when rendering thousands of agents, while still allowing us to blend animation. This provides interactively animated crowds and reduces the memory footprint ...
    • High-Quality Shadows for Streaming Terrain Rendering 

      Chajdas, Matthäus G.; Reichl, Florian; Dick, Christian; Westermann, Rüdiger (The Eurographics Association, 2015)
      Rendering of large, detailed 3D terrains on commodity hardware has become possible through the use of raycasting, data caching and prefetching. Adding dynamic shadows as they appear during a day-night cycle remais a challenge ...
    • IlluminationCut 

      Bus, Norbert; Mustafa, Nabil H.; Biri, Venceslas (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present a novel algorithm, IlluminationCut, for rendering images using the many-lights framework. It handles any light source that can be approximated with virtual point lights (VPLs) as well as highly glossy materials. ...
    • Interactive Diffraction from Biological Nanostructures 

      Dhillon, Daljit Singh; Teyssier, Jeremie; Single, Michael; Gaponenko, Iaroslav; Milinkovitch, Michel; Zwicker, Matthias (The Eurographics Association, 2014)
      We describe a technique for interactive rendering of diffraction effects produced by biological nanostructures such as snake skin surface gratings. Our approach uses imagery from atomic force microscopy that accurately ...
    • Interactive HDR Environment Map Capturing on Mobile Devices 

      Kán, Peter (The Eurographics Association, 2015)
      Real world illumination, captured by digitizing devices, is beneficial to solve many problems in computer graphics. Therefore, practical methods for capturing this illumination are of high interest. In this paper, we present ...
    • Near-Instant Capture of High-Resolution Facial Geometry and Reflectance 

      Fyffe, Graham; Graham, Paul; Tunwattanapong, Borom; Ghosh, Abhijeet; Debevec, Paul (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present a near-instant method for acquiring facial geometry and reflectance using a set of commodity DSLR cameras and flashes. Our setup consists of twenty-four cameras and six flashes which are fired in rapid succession ...
    • Partitioned Shadow Volumes 

      Gerhards, Julien; Mora, Frédéric; Aveneau, Lilian; Ghazanfarpour, Djamchid (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Real-time shadows remain a challenging problem in computer graphics. In this context, shadow algorithms generally rely either on shadow mapping or shadow volumes. This paper rediscovers an old class of algorithms that build ...
    • Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming 

      Ozawa, Tadahiro; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo (The Eurographics Association, 2016)
      Subsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light ...
    • Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map 

      Mochida, Keisuke; Okamoto, Midori; Kubo, Hiroyuki; Morishima, Shigeo (The Eurographics Association, 2016)
      Rendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects ...
    • Skeleton-based Joints Position Detection 

      Madaras, Martin; Piovarci, Michal; Kovacovský, Tomás (The Eurographics Association, 2014)
      We present a system for detection of joint positions in scans of articulated models. Our method is based purely on skeletons extracted from scanned point clouds of input models. First, skeletons are extracted from scans ...