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GPUGI: Global Illumination Effects on the GPU
(The Eurographics Association, 2006)
In this tutorial we explain how global illumination rendering methods can be implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of Di- rectX/OpenGL pipelines, but ...
Real-time Obscurances with Color Bleeding (the three cubes demo)
(Eurographics Association, 2003)
Here we present an animation that demonstrates the power of the obscurances technique and how it can be used in a video-game context when moving objects are in the scene. Obscurances is a powerful technique that simulates ...
Leaf Cluster Impostors for Tree Rendering with Parallax
(The Eurographics Association, 2005)
This paper presents a simple method to render complex trees on high frame rates while maintaining parallax effects. Based on the recognition that a planar impostor is accurate if the represented polygon is in its plane, ...
Applications of Information Theory to Computer Graphics
(The Eurographics Association, 2007)
We present different applications of information theory to computer graphics, based on the use of the measures of entropy, mutual information, f-divergences and generalized entropies. The application areas are hierarchical ...
Visibility Complexity of a Region in Flatland
(Eurographics Association, 2000)
The aim of this paper is to study the visibility complexity of different regions in a 2D scene. Based on mutual information, which we used in our previous work to define scene complexity, we propose two measures that ...
View-based Shape Similarity using Mutual Information Spheres
(The Eurographics Association, 2007)
We present a new method for computing the shape similarity between 3D polygonal models using an informationtheoretic viewpoint selection framework. Given a 3D model, a sphere of viewpoints surrounding this model is used ...
Information-Theoretic Oracle Based on Kernel Smoothness for Hierarchical Radiosity
(Eurographics Association, 2002)
One of the main problems in the radiosity method is how to discretise the surfaces of a scene into mesh elements that allow us to accurately represent illumination. In this paper we present a robust information-theoretic ...