Now showing items 129-148 of 440

    • Gamut Mapping Spatially Varying Reflectance with an Improved BRDF Similarity Metric 

      Pereira, Thiago; Rusinkiewicz, Szymon (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      Recent spatially varying reflectance (svBRDF) printing systems can reproduce an input document as a combination of matte, glossy and metallic inks. Due to the limited number of inks, this reproduction process incurs some ...
    • Gathering for Free in RandomWalk Radiosity 

      Sbert, Mateu; Brusi, Alex; Bekaert, Philippe (The Eurographics Association, 1999)
      We present a simple technique that improves the efficiency of random walk algorithms for radiosity. Each generated random walk is used to simultaneously sample two distinct radiosity estimators. The first estimator is the ...
    • General Linear Cameras with Finite Aperture 

      Adams, Andrew; Levoy, Marc (The Eurographics Association, 2007)
      A pinhole camera selects a two-dimensional set of rays from the four-dimensional light field. Pinhole cameras are a type of general linear camera, defined as planar 2D slices of the 4D light field. Cameras with finite ...
    • Generalized Displacement Maps 

      Wang, Xi; Tong, Xin; Lin, Stephen; Hu, Shimin; Guo, Baining; Shum, Heung-Yeung (The Eurographics Association, 2004)
      In this paper, we introduce a real-time algorithm to render the rich visual effects of general non-height-field geometric details, known as mesostructure. Our method is based on a five-dimensional generalized displacement ...
    • Generating Pointillism Paintings Based on Seurat's Color Composition 

      Wu, Yi-Chian; Tsai, Yu-Ting; Lin, Wen-Chieh; Li, Wen-Hsin (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      This paper presents a novel example-based stippling technique that employs a simple and intuitive concept to convert a color image into a pointillism painting. Our method relies on analyzing and imitating the color ...
    • Geometric Clustering for Line Drawing Simplification 

      Barla, Pascal; Thollot, Joelle; Sillion, François X. (The Eurographics Association, 2005)
      We present a new approach to the simplification of line drawings, in which a smaller set of lines is created to represent the geometry of the original lines. An important feature of our method is that it maintains the ...
    • Geometry Presorting for Implicit Object Space Partitioning 

      Eisemann, Martin; Bauszat, Pablo; Guthe, Stefan; Magnor, Marcus (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      We present a new data structure for object space partitioning that can be represented completely implicitly. The bounds of each node in the tree structure are recreated at run-time from the scene objects contained therein. ...
    • Geometry-Aware Framebuffer Level of Detail 

      Yang, Lei; Sander, Pedro V.; Lawrence, Jason (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the shading in a low resolution buffer and, in a ...
    • Geospecific rendering of alpine terrain 

      Premoze, Simon; Thompson, William B.; Shirley, Peter (The Eurographics Association, 1999)
      Realistic rendering of outdoor terrain requires both that the geometry of the environment be modeled accurately and that appropriate texturing be laid down on top of that geometry. While elevation data is widely available ...
    • GigaWalk: Interactive Walkthrough of Complex Environments 

      III, William V. Baxter; Sud, Avneesh; Govindaraju, Naga K.; Manocha, Dinesh (The Eurographics Association, 2002)
      We present a new parallel algorithm and a system, GigaWalk, for interactive walkthrough of complex, gigabytesized environments. Our approach combines occlusion culling and levels-of-detail and uses two graphics pipelines ...
    • Global Illumination Animation with Random Radiance Representation 

      Szirmay-Kalos, László; Antal, György; Benedek, Balázs (The Eurographics Association, 2003)
      This paper proposes a non-diffuse global illumination algorithm that is fast enough to be appropriate for interactive walkthroughs and general animations. To meet the severe performance requirements, we heavily exploit ...
    • Global Illumination for the Masses 

      Gatenby, Neil (The Eurographics Association, 2007)
      Global Illumination (GI) algorithms came to fruition in the Graphics labs of USA, Europe, Japan, and beyond, during the 1980s and 1990s. The researchers who developed the algorithms had expert knowledge of the underlying ...
    • GPU-Assisted High Quality Particle Rendering 

      Cha, Deukhyun; Son, Sungjin; Ihm, Insung (The Eurographics Association and Blackwell Publishing Ltd, 2009)
      Visualizing dynamic participating media in particle form by fully solving equations from the light transport theory is a computationally very expensive process. In this paper, we present a computational pipeline for particle ...
    • A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects 

      Estalella, Pau; Martin, Ignacio; Drettakis, George; Tost, Dani (The Eurographics Association, 2006)
      We present a GPU-driven method for the fast computation of specular reflections on curved objects. For every reflector of the scene, our method computes a virtual object for every other object reflected in it. This virtual ...
    • Grammar-based Encoding of Facades 

      Haegler, Simon; Wonka, Peter; Arisona, Stefan Mueller; Van Gool, Luc; Mueller, Pascal (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      In this paper we propose a real-time rendering approach for procedural cities. Our first contribution is a new lightweight grammar representation that compactly encodes facade structures and allows fast per-pixel access. ...
    • Group Accelerated Shooting Methods for Radiosity 

      Rousselle, Francois; Renaud, Christophe (The Eurographics Association, 1999)
      The introduction of the Progressive Refinement method was the starting point of interactivity in the radiosity illumination process. Overshooting methods brought an important acceleration to the convergence particularly ...
    • Guided Image Filtering for Interactive High-quality Global Illumination 

      Bauszat, Pablo; Eisemann, Martin; Magnor, Marcus (The Eurographics Association and Blackwell Publishing Ltd., 2011)
      Interactive computation of global illumination is a major challenge in current computer graphics research. Global illumination heavily affects the visual quality of generated images. It is therefore a key attribute for the ...
    • Handheld Pixels 

      Nordlund, Petri (The Eurographics Association, 2006)
      During this decade, pixels have become mobile. Cell phones, PDAs, handheld gaming consoles and other similar devices start to have color displays by standard and color displays are hungry for high-quality graphics. QVGA ...
    • Hardware Accelerated Visibility Preprocessing using Adaptive Sampling 

      Nirenstein, S.; Blake, E. (The Eurographics Association, 2004)
      We present a novel aggressive visibility preprocessing technique for general 3D scenes. Our technique exploits commodity graphics hardware and is faster than most conservative solutions, while simultaneously not overestimating ...
    • Hardware-accelerated from-region visibility using a dual ray space 

      Koltun, Vladlen; Chrysanthou, Yiorgos; Cohen-Or, Daniel (The Eurographics Association, 2001)
      In this paper a novel from-region visibility algorithm is described. Its unique properties allow conducting remote walkthroughs in very large virtual environments, without preprocessing and storing prohibitive amounts of ...