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Browsing EGWR02: 13th Eurographics Workshop on Rendering by Title
Now showing items 9-28 of 29
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Fast Primitive Distribution for Illustration
(The Eurographics Association, 2002)In this paper we present a high-quality, image-space approach to illustration that preserves continuous tone by probabilistically distributing primitives while maintaining interactive rates. Our method allows for frame-to-frame ... -
Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics
(The Eurographics Association, 2002)Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or directional light sources. We extend such shading to smooth, area lighting using a low-order spherical harmonic basis for ... -
The Free-form Light Stage
(The Eurographics Association, 2002)We present the Free-form Light Stage, a system that captures the reflectance field of an object using a free-moving, hand-held light source. By photographing the object under different illumination conditions, we are able ... -
GigaWalk: Interactive Walkthrough of Complex Environments
(The Eurographics Association, 2002)We present a new parallel algorithm and a system, GigaWalk, for interactive walkthrough of complex, gigabytesized environments. Our approach combines occlusion culling and levels-of-detail and uses two graphics pipelines ... -
Hardware-Accelerated Point-Based Rendering of Complex Scenes
(The Eurographics Association, 2002)High quality point rendering methods have been developed in the last years. A common drawback of these approaches is the lack of hardware support. We propose a novel point rendering technique that yields good image quality ... -
Image-based Environment Matting
(The Eurographics Association, 2002)Environment matting is a powerful technique for modeling the complex light-transport properties of real-world optically active elements: transparent, refractive and reflective objects. Recent research has shown how environment ... -
Interactive Global Illumination using Fast Ray Tracing
(The Eurographics Association, 2002)Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield ... -
Interactive Global Illumination Using Selective Photon Tracing
(The Eurographics Association, 2002)We present a method for interactive global illumination computation which is embedded in the framework of Quasi-Monte Carlo photon tracing and density estimation techniques. The method exploits temporal coherence of ... -
Local Illumination Environments for Direct Lighting Acceleration
(The Eurographics Association, 2002)Computing high-quality direct illumination in scenes with many lights is an open area of research. This paper presents a world-space caching mechanism called local illumination environments that enables interactive direct ... -
Microfacet Billboarding
(The Eurographics Association, 2002)Rendering of intricately shaped objects that are soft or cluttered is difficult because we cannot accurately acquire their complete geometry. Since their geometry varies drastically, modeling them using fixed facets can ... -
Picture Perfect RGB Rendering Using Spectral Prefiltering and Sharp Color Primaries
(The Eurographics Association, 2002)Accurate color rendering requires the consideration of many samples over the visible spectrum, and advanced rendering tools developed by the research community offer multispectral sampling towards this goal. However, for ... -
A Real-Time Distributed Light Field Camera
(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
(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 ... -
Signal-Specialized Parametrization
(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 ... -
Spatio-Temporal View Interpolation
(The Eurographics Association, 2002)We propose a fully automatic algorithm for view interpolation of a completely non-rigid dynamic event across both space and time. The algorithm operates by combining images captured across space to compute voxel models of ... -
Synthesizing Bark
(The Eurographics Association, 2002)Despite the high quality reached by today s CG tree generators, there exists no realistic model for generating the appearance of bark: simple texture maps are generally used, showing obvious flaws if the tree is not entirely ... -
Textured Depth Meshes for Real-Time Rendering of Arbitrary Scenes
(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 ... -
Time Dependent Photon Mapping
(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 ... -
A Tone Mapping Algorithm for High Contrast Images
(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 ... -
Towards Real-Time Texture Synthesis with the Jump Map
(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 ...