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Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming
(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 ...
Near-Instant Capture of High-Resolution Facial Geometry and Reflectance
(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 ...
Texel Shading
(The Eurographics Association, 2016)
We have developed a texture space shading system built on modern graphics hardware. It begins with a conventional rasterization stage, but records texel accesses as shading work rather than running a shade per pixel. Shading ...
Compressed Multiresolution Hierarchies for High-Quality Precomputed Shadows
(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 ...
Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map
(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 ...