Now showing items 255-274 of 440

    • Packet-based Hierarchal Soft Shadow Mapping 

      Yang, Baoguang; Feng, Jieqing; Guennebaud, Gael; Liu, Xinguo (The Eurographics Association and Blackwell Publishing Ltd, 2009)
      Recent soft shadow mapping techniques based on back-projection can render high quality soft shadows in real time. However, real time high quality rendering of large penumbrae is still challenging, especially when multilayer ...
    • Painting With Texture 

      Ritter, Lincoln; Li, Wilmot; Curless, Brian; Agrawala, Maneesh; Salesin, David (The Eurographics Association, 2006)
      We present an interactive texture painting system that allows the user to author digital images by painting with a palette of input textures. At the core of our system is an interactive texture synthesis algorithm that ...
    • Parameterization-Aware MIP-Mapping 

      Manson, Josiah; Schaefer, Scott (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      We present a method of generating mipmaps that takes into account the distortions due to the parameterization of a surface. Existing algorithms for generating mipmaps assume that the texture is isometrically mapped to the ...
    • Patch-based Texture Interpolation 

      Ruiters, Roland; Schnabel, Ruwen; Klein, Reinhard (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      In this paper, we present a novel exemplar-based technique for the interpolation between two textures that combines patch-based and statistical approaches. Motivated by the notion of texture as a largely local phenomenon, ...
    • Path differentials and applications 

      Suykens, Frank; Willems, Yves D. (The Eurographics Association, 2001)
      Photo-realistic rendering algorithms such as Monte Carlo ray tracing sample individual paths to compute images. Noise and aliasing artefacts are usually reduced by supersampling. Knowledge about the neighborhood of the ...
    • Path Integration for Light Transport in Volumes 

      Premoze, Simon; Ashikhmin, Michael; Shirley, Peter (The Eurographics Association, 2003)
      Simulating the transport of light in volumes such as clouds or objects with subsurface scattering is computationally expensive. We describe an approximation to such transport using path integration. Unlike the more commonly ...
    • Path-space Motion Estimation and Decomposition for Robust Animation Filtering 

      Zimmer, Henning; Rousselle, Fabrice; Jakob, Wenzel; Wang, Oliver; Adler, David; Jarosz, Wojciech; Sorkine-Hornung, Olga; Sorkine-Hornung, Alexander (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Renderings of animation sequences with physics-based Monte Carlo light transport simulations are exceedingly costly to generate frame-by-frame, yet much of this computation is highly redundant due to the strong coherence ...
    • A PCA Decomposition for Real-time BRDF Editing and Relighting with Global Illumination 

      Nguyen, Chuong H.; Kyung, Min-Ho; Lee, Joo-Haeng; Nam, Seung-Woo (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We propose a novel rendering method which supports interactive BRDF editing as well as relighting on a 3D scene. For interactive BRDF editing, we linearize an analytic BRDF model with basis BRDFs obtained from a principal ...
    • Penumbra Maps: Approximate Soft Shadows in Real-Time 

      Wyman, Chris; Hansen, Charles (The Eurographics Association, 2003)
      Generating soft shadows quickly is difficult. Few techniques have enough flexibility to interactively render soft shadows in scenes with arbitrarily complex occluders and receivers. This paper introduces the penumbra map, ...
    • Per-Vertex Defocus Blur for Stochastic Rasterization 

      Munkberg, Jacob; Toth, Robert; Akenine-Möller, Tomas (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      We present user-controllable and plausible defocus blur for a stochastic rasterizer. We modify circle of confusion coefficients per vertex to express more general defocus blur, and show how the method can be applied to ...
    • Perception of Visual Artifacts in Image-Based Rendering of Façades 

      Vangorp, Peter; Chaurasia, Gaurav; Laffont, Pierre-Yves; Fleming, Roland W.; Drettakis, George (The Eurographics Association and Blackwell Publishing Ltd., 2011)
      Image-based rendering (IBR) techniques allow users to create interactive 3D visualizations of scenes by taking a few snapshots. However, despite substantial progress in the field, the main barrier to better quality and ...
    • Perceptual Global Illumination Cancellation in Complex Projection Environments 

      Sheng, Yu; Cutler, Barbara; Chen, Chao; Nasman, Joshua (The Eurographics Association and Blackwell Publishing Ltd., 2011)
      The unintentional scattering of light between neighboring surfaces in complex projection environments increases the brightness and decreases the contrast, disrupting the appearance of the desired imagery. To achieve ...
    • Perceptually Based Tone Mapping of High Dynamic Range Image Streams 

      Irawan, Piti; Ferwerda, James A.; Marschner, Stephen R. (The Eurographics Association, 2005)
      This paper presents a new perceptually based tone mapping operator that represents scene visibility under timevarying, high dynamic range conditions. The operator is based on a new generalized threshold model that extends ...
    • Perceptually Driven Simplification for Interactive Rendering 

      Luebke, David; Hallen, Benjamin (The Eurographics Association, 2001)
      We present a framework for accelerating interactive rendering, grounded in psychophysical models of visual perception. This framework is applicable to multiresolution rendering techniques that use a hierarchy of local ...
    • A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering 

      Dumont, Reynald; Pellacini, Fabio; Ferwerda, James A. (The Eurographics Association, 2001)
      The performance of hardware-based interactive rendering systems is often constrained by polygon fill rates and texture map capacity, rather than polygon count alone. We present a new software texture caching algorithm that ...
    • Perceptually-informed accelerated rendering of high quality walkthrough sequences 

      Myszkowski, Karol; Rokita, Przemyslaw; Tawara, Takehiro (The Eurographics Association, 1999)
      In this paper, we consider accelerated rendering of walkthrough animation sequences using combination of ray tracing and Image-Based Rendering (IBR) techniques. Our goal is to derive as many pixels as possible using ...
    • Photon Beam Diffusion: A Hybrid Monte Carlo Method for Subsurface Scattering 

      Habel, Ralf; Christensen, Per H.; Jarosz, Wojciech (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      We present photon beam diffusion, an efficient numerical method for accurately rendering translucent materials. Our approach interprets incident light as a continuous beam of photons inside the material. Numerically ...
    • Photorealistic Image Rendering with Population Monte Carlo Energy Redistribution 

      Lai, Yu-Chi; Fan, Shao Hua; Chenney, Stephen; Dyer, Charcle (The Eurographics Association, 2007)
      This work presents a novel global illumination algorithm which concentrates computation on important light transport paths and automatically adjusts energy distributed area for each light transport path. We adapt statistical ...
    • Physically Based Real-Time Translucency for Leaves 

      Habel, Ralf; Kusternig, Alexander; Wimmer, Michael (The Eurographics Association, 2007)
      This paper presents a new shading model for real-time rendering of plant leaves that reproduces all important attributes of a leaf and allows for a large number of leaves to be shaded. In particular, we use a physically ...
    • Physically Meaningful Rendering using Tristimulus Colours 

      Meng, Johannes; Simon, Florian; Hanika, Johannes; Dachsbacher, Carsten (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis. ...