Now showing items 209-228 of 440

    • Large-Scale Data Management for PRT-Based Real-Time Rendering of Dynamically Skinned Models 

      Feng, Wei-Wen; Peng, Liang; Jia, Yuntao; Yu, Yizhou (The Eurographics Association, 2007)
      Computer games and real-time applications frequently adopt mesh skinning as a deformation technique for virtual characters and articulated objects. Rendering skinned models with global shading effects, such as interreflection ...
    • Lattice-Boltzmann Lighting 

      Geist, Robert; Rasche, Karl; Westall, James; Schalkoff, Robert (The Eurographics Association, 2004)
      A new technique for lighting participating media is suggested. The technique is based on the lattice-Boltzmann method, which is gaining popularity as alternative to finite-element methods for flow computations, due to its ...
    • A Layered Particle-Based Fluid Model for Real-Time Rendering of Water 

      Bagar, Florian; Scherzer, Daniel; Wimmer, Michael (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We present a physically based real-time water simulation and rendering method that brings volumetric foam to the real-time domain, significantly increasing the realism of dynamic fluids. We do this by combining a particle-based ...
    • Layered Reconstruction for Defocus and Motion Blur 

      Munkberg, Jacob; Vaidyanathan, Karthik; Hasselgren, Jon; Clarberg, Petrik; Akenine-Möller, Tomas (The Eurographics Association and John Wiley and Sons Ltd., 2014)
      Light field reconstruction algorithms can substantially decrease the noise in stochastically rendered images. Recent algorithms for defocus blur alone are both fast and accurate. However, motion blur is a considerably more ...
    • Lazy Solid Texture Synthesis 

      Dong, Yue; Lefebvre, Sylvain; Tong, Xin; Drettakis, George (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, ...
    • Least Squares Vertex Baking 

      Kavan, Ladislav; Bargteil, Adam W.; Sloan, Peter-Pike (The Eurographics Association and Blackwell Publishing Ltd., 2011)
      We investigate the representation of signals defined on triangle meshes using linearly interpolated vertex attributes. Compared to texture mapping, storing data only at vertices yields significantly lower memory overhead ...
    • Light Field Techniques for Reflections and Refractions 

      Heidrich, Wolfgang; Lensch, Hendrik; Cohen, Michael F.; Seidel, Hans-Peter (The Eurographics Association, 1999)
      Reflections and refractions are important visual effects that have long been considered too costly for interactive applications. Although most contemporary graphics hardware supports reflections off curved surfaces in the ...
    • Light Space Perspective Shadow Maps 

      Wimmer, Michael; Scherzer, Daniel; Purgathofer, Werner (The Eurographics Association, 2004)
      In this paper, we present a new shadow mapping technique that improves upon the quality of perspective and uniform shadow maps. Our technique uses a perspective transform specified in light space which allows treating all ...
    • Lighting Design: A Goal Based Approach Using Optimisation 

      Costa, António Cardoso; Sousa, António Augusto; Ferreira, Fernando Nunes (The Eurographics Association, 1999)
      There is a need for reliable lighting design applications because available tools are limited and inappropriate for interactive or creative use. Architects and lighting designers need those applications to define, predict, ...
    • Line-Sweep Ambient Obscurance 

      Timonen, Ville (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      Screen-space ambient occlusion and obscurance have become established methods for rendering global illumi- nation effects in real-time applications. While they have seen a steady line of refinements, their computational ...
    • A Lixel for every Pixel 

      Chong, Hamilton Y.; Gortler, Steven J. (The Eurographics Association, 2004)
      Shadow mapping is a very useful tool for generating shadows in many real-time rendering settings and is even used in some off-line renderers. One of the difficulties when using a shadow map is obtaining a sufficiently dense ...
    • Local Illumination Environments for Direct Lighting Acceleration 

      Fernandez, Sebastian; Bala, Kavita; Greenberg, Donald P. (The Eurographics Association, 2002)
      Computing high-quality direct illumination in scenes with many lights is an open area of research. This paper presents a world-space caching mechanism called local illumination environments that enables interactive direct ...
    • Locally Adapted Projections to Reduce Panorama Distortions 

      Kopf, Johannes; Lischinski, Dani; Deussen, Oliver; Cohen-Or, Daniel; Cohen, Michael (The Eurographics Association and Blackwell Publishing Ltd, 2009)
      Displaying panoramic and wide angle views on a flat 2D display surface is necessarily prone to distortions. Perspective projections are limited to fairly narrow view angles. Cylindrical and spherical projections can show ...
    • A Low Dimensional Framework for Exact Polygon-to-Polygon Occlusion Queries 

      Haumont, Denis; Makinen, Otso; Nirenstein, Shaun (The Eurographics Association, 2005)
      Despite the importance of from-region visibility computation in computer graphics, efficient analytic methods are still lacking in the general 3D case. Recently, different algorithms have appeared that maintain occlusion ...
    • Making Radiance and Irradiance Caching Practical: Adaptive Caching and Neighbor Clamping 

      Krivánek, Jaroslav; Bouatouch, Kadi; Pattanaik, Sumanta; Zára, Jirí (The Eurographics Association, 2006)
      Radiance and irradiance caching are efficient global illumination algorithms based on interpolating indirect illumination from a sparse set of cached values. In this paper we propose an adaptive algorithm for guiding spatial ...
    • Manifold Next Event Estimation 

      Hanika, Johannes; Droske, Marc; Fascione, Luca (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present manifold next event estimation (MNEE), a specialised technique for Monte Carlo light transport simulation to render refractive caustics by connecting surfaces to light sources (next event estimation) across ...
    • ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global Illumination 

      Holländer, Matthias; Ritschel, Tobias; Eisemann, Elmar; Boubekeur, Tamy (The Eurographics Association and Blackwell Publishing Ltd., 2011)
      Level-of-Detail structures are a key component for scalable rendering. Built from raw 3D data, these structures are often defined as Bounding Volume Hierarchies, providing coarse-to-fine adaptive approximations that are ...
    • Material Based Splashing of Water Drops 

      Garg, Kshitiz; Krishnan, Gurunandan G.; Nayar, Shree K. (The Eurographics Association, 2007)
      The splashing of a water drop is a fascinating phenomenon that results from a variety of complex interactions between the drop and the material it impacts. In general, the distribution of droplets of a splash depends on ...
    • Matting and Compositing for Fresnel Reflection on Wavy Surfaces 

      Endo, Yuki; Kanamori, Yoshihiro; Fukui, Yukio; Mitani, Jun (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      This paper introduces a framework that can extract an alpha matte from a single image with Fresnel reflection, and that can composite other objects with the image such that plausible reflections are included. Our method ...
    • Measuring the Perception of Visual Realism in Images 

      Rademacher, Paul; Lengyel, Jed; Cutrell, Edward; Whitted, Turner (The Eurographics Association, 2001)
      One of the main goals in realistic rendering is to generate images that are indistinguishable from photographs but how do observers decide whether an image is photographic or computer-generated? If this perceptual process ...