Now showing items 305-324 of 440

    • Quantized Point-Based Global Illumination 

      Buchholz, Bert; Boubekeur, Tamy (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      Point-based global illumination (PBGI) uses a dense point sampling of the scene's surfaces to approximate indirect light transport and is intensively used in 3D motion pictures and special effects. Each point caches the ...
    • Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm 

      Gautron, Pascal; Krivánek, Jaroslav; Bouatouch, Kadi; Pattanaik, Sumanta (The Eurographics Association, 2005)
      Fast global illumination computation is a challenge in several fields such as lighting simulation and computergenerated visual effects for movies. To this end, the irradiance caching algorithm is commonly used since it ...
    • Radiometric Transfer: Example-based Radiometric Linearization of Photographs 

      Li, Han; Peers, Pieter (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      We present an example-based approach for radiometrically linearizing photographs that takes as input a radiometrically linear exemplar image and a target regular uncalibrated image of the same scene, possibly from a different ...
    • The Random Camera, the Coded Aperture Camera, and Other Cameras 

      Freeman, William T. (The Eurographics Association, 2007)
      I ll describe two cameras and a comparison of many cameras. In the random camera, we use a lens which creates a pseudo-random relationship between incoming light rays and resulting sensor locations. We studied various ...
    • Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination 

      Ma, Wan-Chun; Hawkins, Tim; Peers, Pieter; Chabert, Charles-Felix; Weiss, Malte; Debevec, Paul (The Eurographics Association, 2007)
      We estimate surface normal maps of an object from either its diffuse or specular reflectance using four spherical gradient illumination patterns. In contrast to traditional photometric stereo, the spherical patterns allow ...
    • Rapid Shadow Generation in Real-World Lighting Environments 

      Gibson, Simon; Cook, Jon; Howard, Toby; Hubbold, Roger (The Eurographics Association, 2003)
      We propose a new algorithm that uses consumer-level graphics hardware to render shadows cast by synthetic objects and a real lighting environment. This has immediate benefit for interactive Augmented Reality applications, ...
    • Ray Maps for Global Illumination 

      Havran, Vlastimil; Bittner, Jiri; Herzog, Robert; Seidel, Hans-Peter (The Eurographics Association, 2005)
      We describe a novel data structure for representing light transport called ray map. The ray map extends the concept of photon maps: it stores not only photon impacts but the whole photon paths. We demonstrate the utility ...
    • A Ray Tracing Approach to Diffusion Curves 

      Bowers, John C.; Leahey, Jonathan; Wang, Rui (The Eurographics Association and Blackwell Publishing Ltd., 2011)
      Diffusion curves [OBW*08] provide a flexible tool to create smooth-shaded images from curves defined with colors. The resulting image is typically computed by solving a Poisson equation that diffuses the curve colors to ...
    • Ray Tracing Dynamic Scenes using Selective Restructuring 

      Yoon, Sung-Eui; Curtis, Sean; Manocha, Dinesh (The Eurographics Association, 2007)
      We present a novel algorithm to selectively restructure bounding volume hierarchies (BVHs) for ray tracing dynamic scenes. We derive two new metrics to evaluate the culling efficiency and restructuring benefit of any BVH. ...
    • Real Illumination from Virtual Environments 

      Ghosh, Abhijeet; Trentacoste, Matthew; Seetzen, Helge; Heidrich, Wolfgang (The Eurographics Association, 2005)
      We introduce a method for actively controlling the illumination in a room so that it is consistent with a virtual world. In combination with a high dynamic range display, the system produces both uniform and directional ...
    • Real-time appearance preserving out-of-core rendering with shadows 

      Guthe, Michael; Borodin, Pavel; Balázs, Ákos; Klein, Reinhard (The Eurographics Association, 2004)
      Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging task, especially under real-time constraints and ...
    • A Real-time Beam Tracer with Application to Exact Soft Shadows 

      Overbeck, Ryan; Ramamoorthi, Ravi; Mark, William R. (The Eurographics Association, 2007)
      Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods either scale poorly with ...
    • Real-Time Concurrent Linked List Construction on the GPU 

      Yang, Jason C.; Hensley, Justin; Gruen, Holger; Thibieroz, Nicolas (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We introduce a method to dynamically construct highly concurrent linked lists on modern graphics processors. Once constructed, these data structures can be used to implement a host of algorithms useful in creating complex ...
    • A Real-Time Distributed Light Field Camera 

      Yang, Jason C.; Everett, Matthew; Buehler, Chris; McMillan, Leonard (The Eurographics Association, 2002)
      We present the design and implementation of a real-time, distributed light field camera. Our system allows multiple viewers to navigate virtual cameras in a dynamically changing light field that is captured in real-time. ...
    • Real-Time Halftoning: A Primitive For Non-Photorealistic Shading 

      Freudenberg, Bert; Masuch, Maic; Strothotte, Thomas (The Eurographics Association, 2002)
      We introduce halftoning as a general primitive for real-time non-photorealistic shading. It is capable of producing a variety of rendering styles, ranging from engraving with lighting-dependent line width to pen-and-ink ...
    • Real-Time High-Dynamic Range Texture Mapping 

      Cohen, Jonathan; Tchou, Chris; Hawkins, Tim; Debevec, Paul (The Eurographics Association, 2001)
      This paper presents a technique for representing and displaying high dynamic-range texture maps (HDRTMs) using current graphics hardware. Dynamic range in real-world environments often far exceeds the range representable ...
    • Real-time Multi-perspective Rendering on Graphics Hardware 

      Hou, Xianyou; Wei, Li-Yi; Shum, Heung-Yeung; Guo, Baining (The Eurographics Association, 2006)
      Multi-perspective rendering has a variety of applications; examples include lens refraction, curved mirror re- flection, caustics, as well depiction and visualization. However, multi-perspective rendering is not yet practical ...
    • Real-Time Multiple Scattering in Participating Media with Illumination Networks 

      Szirmay-Kalos, László; Sbert, Mateu; Ummenhoffer, Tamás (The Eurographics Association, 2005)
      This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle system is supposed to be static, but the ...
    • Real-Time Occlusion Culling with a Lazy Occlusion Grid 

      Hey, Heinrich; Tobler, Robert F.; Purgathofer, Werner (The Eurographics Association, 2001)
      We present a new conservative image-space occlusion culling method to increase the rendering speed of very large general scenes on today's available hardware without time-expensive preprocessing. The method is based on a ...
    • Real-Time Rendering of Real World Environments 

      McAllister, David K.; Nyland, Lars; Popescu, Voicu; Lastra, Anselmo; McCue, Chris (The Eurographics Association, 1999)
      One of the most important goals of interactive computer graphics is to allow a user to freely walk around a virtual recreation of a real environment that looks as real as the world around us. But hand-modeling such a virtual ...