Now showing items 349-368 of 440

    • SafeGI: Type Checking to Improve Correctness in Rendering System Implementation 

      Ou, Jiawei; Pellacini, Fabio (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      Historically, rendering system development has been mainly focused on improving the numerical accuracy of the rendering algorithms and their runtime efficiency. In this paper, we propose a method to improve the correctness ...
    • Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps 

      Sintorn, Erik; Eisemann, Elmar; Assarsson, Ulf (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU-based alias-free hard shadow map algorithm that typically requires only a single render pass ...
    • Scene Collages and Flexible Camera Arrays 

      Nomura, Yoshikuni; Zhang, Li; Nayar, Shree K. (The Eurographics Association, 2007)
      This paper presents an automatic method for creating a collage from a collection of photos of a scene taken from different viewpoints. The collage is constructed by aligning the images (in terms of their positions, rotations ...
    • ScribbleBoost: Adding Classification to Edge-Aware Interpolation of Local Image and Video Adjustments 

      Li, Y.; Adelson, E.; Agarwala, A. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      One of the most common tasks in image and video editing is the local adjustment of various properties (e.g., saturation or brightness) of regions within an image or video. Edge-aware interpolation of user-drawn scribbles ...
    • Segmentation-Based 3D Artistic Rendering 

      Kolliopoulos, Alexander; Wang, Jack M.; Hertzmann, Aaron (The Eurographics Association, 2006)
      This paper introduces segmentation-based 3D non-photorealistic rendering, in which 3D scenes are rendered as a collection of 2D image segments. Segments abstract out unnecessary detail and provide a basis for defining new ...
    • A Self-Reconfigurable Camera Array 

      Zhang, Cha; Chen, Tsuhan (The Eurographics Association, 2004)
      This paper presents a self-reconfigurable camera array system that captures video sequences from an array of mobile cameras, renders novel views on the fly and reconfigures the camera positions to achieve better rendering ...
    • A Self-Shadow Algorithm for Dynamic Hair using Density Clustering 

      Mertens, Tom; Kautz, Jan; Bekaert, Philippe; Reeth, Frank Van (The Eurographics Association, 2004)
      Self-shadowing is an important factor in the appearance of hair and fur. In this paper we present a new rendering algorithm to accurately compute shadowed hair at interactive rates using graphics hardware. No constraint ...
    • Semi-Automated Video Morphing 

      Liao, Jing; Lima, Rodolfo S.; Nehab, Diego; Hoppe, Hugues; Sander, Pedro V. (The Eurographics Association and John Wiley and Sons Ltd., 2014)
      We explore creating smooth transitions between videos of different scenes. As in traditional image morphing, good spatial correspondence is crucial to prevent ghosting, especially at silhouettes. Video morphing presents ...
    • Semi-Stochastic Tilings for Example-Based Texture Synthesis 

      Schloemer, Thomas; Deussen, Oliver (The Eurographics Association and Blackwell Publishing Ltd, 2010)
      We investigate semi-stochastic tilings based on Wang or corner tiles for the real-time synthesis of example-based textures. In particular, we propose two new tiling approaches: (1) to replace stochastic tilings with ...
    • Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media 

      Pegoraro, Vincent; Wald, Ingo; Parker, Steven G. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context. The radiance estimates computed during the rendering process are cached in a ...
    • Sequential Sampling for Dynamic Environment Map Illumination 

      Ghosh, Abhijeet; Doucet, Arnaud; Heidrich, Wolfgang (The Eurographics Association, 2006)
      Sampling complex illumination in the form of environment maps has received a lot of attention in computer graphics. Recent work in this area has demonstrated that drawing samples from the product of light and BRDF produces ...
    • Shader Lamps: Animating Real Objects With Image-Based Illumination 

      Raskar, Ramesh; Welch, Greg; Low, Kok-Lim; Bandyopadhyay, Deepak (The Eurographics Association, 2001)
      We describe a new paradigm for three-dimensional computer graphics, using projectors to graphically animate physical objects in the real world. The idea is to replace a physical object with its inherent color, texture, ...
    • Shadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Images 

      Keating, Brett; Max, Nelson (The Eurographics Association, 1999)
      This paper presents an efficient algorithm for filtering multi-layer depth images (MDIs) in order to produce approximate penumbras. The filtering is performed on a MDI that represents the view from the light source. The ...
    • Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent Rays 

      Dammertz, H.; Hanika, J.; Keller, A. (The Eurographics Association and Blackwell Publishing Ltd, 2008)
    • A Shape-Aware Model for Discrete Texture Synthesis 

      Landes, Pierre-Edouard; Galerne, Bruno; Hurtut, Thomas (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      We present a novel shape-aware method for synthesizing 2D and 3D discrete element textures consisting of collections of distinct vector graphics objects. Extending the long-proven point process framework, we propose a shape ...
    • Signal-Specialized Parametrization 

      Sander, Pedro V.; Gortler, Steven J.; Snyder, John; Hoppe, Hugues (The Eurographics Association, 2002)
      To reduce memory requirements for texture mapping a model, we build a surface parametrization specialized to its signal (such as color or normal). Intuitively, we want to allocate more texture samples in regions with greater ...
    • Silhouette Texture 

      Wu, Hongzhi; Wei, Li-Yi; Wang, Xi; Guo, Baining (The Eurographics Association, 2006)
      Using coarse meshes with textures and/or normal maps to represent detailed meshes often results in poor visual quality along silhouettes. To tackle this problem, we introduce silhouette texture, a new data structure for ...
    • Silhouette-Aware Warping for Image-Based Rendering 

      Chaurasia, Gaurav; Sorkine, Olga; Drettakis, George (The Eurographics Association and Blackwell Publishing Ltd., 2011)
      Image-based rendering (IBR) techniques allow capture and display of 3D environments using photographs. Modern IBR pipelines reconstruct proxy geometry using multi-view stereo, reproject the photographs onto the proxy and ...
    • Simulating Non-Lambertian Phenomena Involving Linearly-Varying Luminaires 

      Chen, Min; Arvo, James (The Eurographics Association, 2001)
      We present a new technique for exactly computing glossy reflections and transmissions of polygonal Lambertian luminaires with linearly-varying radiant exitance. To derive the underlying closed-form expressions, we introduce ...
    • Simulating Photon Mapping for Real-time Applications 

      Larsen, Bent Dalgaard; Christensen, Niels Jørgen (The Eurographics Association, 2004)
      This paper introduces a novel method for simulating photon mapping for real-time applications. First we introduce a new method for selectively redistributing photons. Then we describe a method for selectively updating the ...