Now showing items 402-421 of 440

    • Table-driven Adaptive Importance Sampling 

      Cline, David; Adams, Daniel; Egbert, Parris (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      Monte Carlo rendering algorithms generally rely on some form of importance sampling to evaluate the measurement equation. Most of these importance sampling methods only take local information into account, however, so the ...
    • Table-top Computed Lighting for Practical Digital Photography 

      Mohan, Ankit; Tumblin, Jack; Bodenheimer, Bobby; Grimm, Cindy; Bailey, Reynold (The Eurographics Association, 2005)
      We apply simplified image-based lighting methods to reduce the equipment, cost, time, and specialized skills required for high-quality photographic lighting of desktop-sized static objects such as museum artifacts. We place ...
    • Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps 

      Barák, Tomas; Bittner, Jiri; Havran, Vlastimil (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      We propose a new adaptive algorithm for determining virtual point lights (VPL) in the scope of real-time instant radiosity methods, which use a limited number of VPLs. The proposed method is based on Metropolis-Hastings ...
    • Tensor Clustering for Rendering Many-Light Animations 

      Hasan, Milos; Velazquez-Armendariz, Edgar; Pellacini, Fabio; Bala, Kavita (The Eurographics Association and Blackwell Publishing Ltd, 2008)
      Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long-standing challenge. Prior work has shown that complex lighting ...
    • Tessellation-Independent Smooth Shadow Boundaries 

      Mattausch, Oliver; Scherzer, Daniel; Wimmer, Michael; Igarashi, Takeo (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      We propose an efficient and light-weight solution for rendering smooth shadow boundaries that do not reveal the tessellation of the shadow-casting geometry. Our algorithm reconstructs the smooth contours of the underlying ...
    • Texture and Shape Synthesis on Surfaces 

      Ying, Lexing; Hertzmann, Aaron; Biermann, Henning; Zorin, Denis (The Eurographics Association, 2001)
      We present a novel method for texture synthesis on surfaces from examples. We consider a very general type of textures, including color, transparency and displacements. Our method synthesizes the texture directly on the ...
    • Texture Design and Draping in 2D Images 

      Winnemoeller, H.; Orzan, A.; Boissieux, L.; Thollot, J. (The Eurographics Association and Blackwell Publishing Ltd, 2009)
      We present a complete system for designing and manipulating regular or near-regular textures in 2D images. We place emphasis on supporting creative workflows that produce artwork from scratch. As such, our system provides ...
    • Texture Replacement of Garments in Monocular Video 

      Scholz, Volker; Magnor, Marcus (The Eurographics Association, 2006)
      In this paper, we present a video processing algorithm for texture replacement of moving garments in monocular video recordings. We use a color-coded pattern which encodes texture coordinates within a local neighborhood ...
    • Texture Tiling on Arbitrary Topological Surfaces using Wang Tiles 

      Fu, Chi-Wing; Leung, Man-Kang (The Eurographics Association, 2005)
      Synthesizing textures on arbitrary surfaces is a time consuming process. We have to analyze the surface geometry and map texture values onto the input surface adaptively. Texture tiling provides an alternative approach by ...
    • Texture Transfer Using Geometry Correlation 

      Mertens, Tom; Kautz, Jan; Chen, Jiawen; Bekaert, Philippe; Durand, Frédo (The Eurographics Association, 2006)
      Texture variation on real-world objects often correlates with underlying geometric characteristics and creates a visually rich appearance. We present a technique to transfer such geometry-dependent texture variation from ...
    • Textured Depth Meshes for Real-Time Rendering of Arbitrary Scenes 

      Jeschke, Stefan; Wimmer, Michael (The Eurographics Association, 2002)
      This paper presents a new approach to generate textured depth meshes (TDMs), an impostor-based scene representation that can be used to accelerate the rendering of static polygonal models. The TDMs are precalculated for a ...
    • TheWavelet Stream: Interactive Multi Resolution Light Field Rendering 

      Peter, Ingmar; Straßer, Wolfgang (The Eurographics Association, 2001)
      One of the most general image based object representations is the Light Field. Unfortunately, a large amount of data is required to reconstruct high quality views from a Light Field. In this paper, we present the wavelet ...
    • Thrifty Final Gather for Radiosity 

      Scheel, Annette; Stamminger, Marc; Seidel, Hans-Peter (The Eurographics Association, 2001)
      Finite Element methods are well suited to the computation of the light distribution in mostly diffuse scenes, but the resulting mesh is often far from optimal to accurately represent illumination. Shadow boundaries are ...
    • Time Dependent Photon Mapping 

      Cammarano, Mike; Jensen, Henrik Wann (The Eurographics Association, 2002)
      The photon map technique for global illumination does not specifically address animated scenes. In particular, prior work has not considered the problem of temporal sampling (motion blur) while using the photon map. In ...
    • Tomographic Reconstruction of Transparent Objects 

      Trifonov, Borislav; Bradley, Derek; Heidrich, Wolfgang (The Eurographics Association, 2006)
      The scanning of 3D geometry has become a popular way of capturing the shape of real-world objects. Transparent objects, however, pose problems for traditional scanning methods. We present a visible light tomographic ...
    • A Tone Mapping Algorithm for High Contrast Images 

      Ashikhmin, Michael (The Eurographics Association, 2002)
      A new method is presented that takes as an input a high dynamic range image and maps it into a limited range of luminance values reproducible by a display device. There is significant evidence that a similar operation is ...
    • A Topological Approach to Voxelization 

      Laine, Samuli (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      We present a novel approach to voxelization, based on intersecting the input primitives against intersection targets in the voxel grid. Instead of relying on geometric proximity measures, our approach is topological in ...
    • Towards Interactive Photorealistic Rendering of Indoor Scenes: A Hybrid Approach 

      Udeshi, Tushar; Hansen, Charles D. (The Eurographics Association, 1999)
      Photorealistic rendering methods produce accurate solutions to the rendering equation but are computationally expensive and typically noninteractive. Some researchers have used graphics hardware to obtain photorealistic ...
    • Towards Real-Time Texture Synthesis with the Jump Map 

      Zelinka, Steve; Garland, Michael (The Eurographics Association, 2002)
      While texture synthesis has been well-studied in recent years, real-time techniques remain elusive. To help facilitate real-time texture synthesis, we divide the task of texture synthesis into two phases: a relatively slow ...
    • Translucent Shadow Maps 

      Dachsbacher, Carsten; Stamminger, Marc (The Eurographics Association, 2003)
      Shadow maps are a very efficient means to add shadows to arbitrary scenes. In this paper, we introduce Translucent Shadow Maps, an extension to shadow maps which allows very efficient rendering of sub-surface scattering. ...