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Wavelet Radiance Transport for Interactive Indirect Lighting
(The Eurographics Association, 2006)
Global illumination is a complex all-frequency phenomenon including subtle effects caused by indirect lighting. Computing global illumination interactively for dynamic lighting conditions has many potential applications, ...
Interactive System for Dynamic Scene Lighting using Captured Video Environment Maps
(The Eurographics Association, 2005)
We present an interactive system for fully dynamic scene lighting using captured high dynamic range (HDR) video environment maps. The key component of our system is an algorithm for efficient decomposition of HDR video ...
Estimation of 3D Faces and Illumination from Single Photographs Using A Bilinear Illumination Model
(The Eurographics Association, 2005)
3D Face modeling is still one of the biggest challenges in computer graphics. In this paper we present a novel framework that acquires the 3D shape, texture, pose and illumination of a face from a single photograph. ...
Dirty Glass: Rendering Contamination on Transparent Surfaces
(The Eurographics Association, 2007)
Rendering of clean transparent objects has been well studied in computer graphics. However, real-world transparent objects are seldom clean their surfaces have a variety of contaminants such as dust, dirt, and lipids. These ...
Non-linear Volume Photon Mapping
(The Eurographics Association, 2005)
This paper describes a novel extension of the photon mapping algorithm, capable of handling both volume multiple inelastic scattering and curved light paths simultaneously. The extension is based on the Full Radiative ...
Statistical Acquisition of Texture Appearance
(The Eurographics Association, 2006)
We propose a simple method to acquire and reconstruct material appearance with sparsely sampled data. Our technique renders elaborate view- and light-dependent effects and faithfully reproduces materials such as fabrics ...
Efficient Rendering of Human Skin
(The Eurographics Association, 2007)
Existing offline techniques for modeling subsurface scattering effects in multi-layered translucent materials such as human skin achieve remarkable realism, but require seconds or minutes to generate an image. We demonstrate ...
Rendering Discrete Random Media Using Precomputed Scattering Solutions
(The Eurographics Association, 2007)
This paper addresses light transport through a discrete random medium, which we define as a volume filled with macroscopic scattering geometry generated by a random process. This formulation is more general than standard ...