Now showing items 10-29 of 31

    • Geometric Clustering for Line Drawing Simplification 

      Barla, Pascal; Thollot, Joelle; Sillion, François X. (The Eurographics Association, 2005)
      We present a new approach to the simplification of line drawings, in which a smaller set of lines is created to represent the geometry of the original lines. An important feature of our method is that it maintains the ...
    • A Hybrid Monte Carlo Method for Accurate and Efficient Subsurface Scattering 

      Li, Hongsong; Pellacini, Fabio; Torrance, Kenneth E. (The Eurographics Association, 2005)
      Subsurface scattering is a fundamental aspect of surface appearance responsible for the characteristic look of many materials. Monte Carlo path tracing techniques can be employed with high accuracy to simulate the scattering ...
    • Importance Resampling for Global Illumination 

      Talbot, Justin; Cline, David; Egbert, Parris (The Eurographics Association, 2005)
      This paper develops importance resampling into a variance reduction technique for Monte Carlo integration. Importance resampling is a sample generation technique that can be used to generate more equally weighted samples ...
    • Inferring Reflectance Functions from Wavelet Noise 

      Peers, Pieter; Dutré, Philip (The Eurographics Association, 2005)
      This paper presents a novel method for acquiring a wavelet representation of the reflectance field of real objects. Key to our method is the use of wavelet noise illumination to infer a reflectance function for each pixel. ...
    • Interactive System for Dynamic Scene Lighting using Captured Video Environment Maps 

      Havran, Vlastimil; Smyk, Miloslaw; Krawczyk, Grzegorz; Myszkowski, Karol; Seidel, Hans-Peter (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 ...
    • A Low Dimensional Framework for Exact Polygon-to-Polygon Occlusion Queries 

      Haumont, Denis; Makinen, Otso; Nirenstein, Shaun (The Eurographics Association, 2005)
      Despite the importance of from-region visibility computation in computer graphics, efficient analytic methods are still lacking in the general 3D case. Recently, different algorithms have appeared that maintain occlusion ...
    • Metropolis Photon Sampling with Optional User Guidance 

      Fan, Shaohua; Chenney, Stephen; Lai, Yu-chi (The Eurographics Association, 2005)
      We present Metropolis Photon Sampling (MPS), a visual importance-driven algorithm for populating photon maps. Photon Mapping and other particle tracing algorithms fail if the photons are poorly distributed. Our approach ...
    • Motion Blur for Textures by Means of Anisotropic Filtering 

      Loviscach, Joern (The Eurographics Association, 2005)
      The anisotropic filtering offered by current graphics hardware can be employed to apply motion blur to textures. The solution proposed here uses a standard texture together with a vertex and a pixel shader acting on a mesh ...
    • Multiresolution Reflectance Filtering 

      Tan, Ping; Lin, Stephen; Quan, Long; Guo, Baining; Shum, Heung-Yeung (The Eurographics Association, 2005)
      Physically-based reflectance models typically represent light scattering as a function of surface geometry at the pixel level. With changes in viewing resolution, the geometry imaged within a pixel can undergo significant ...
    • Non-linear Volume Photon Mapping 

      Gutierrez, Diego; Munoz, Adolfo; Anson, Oscar; Seron, Francisco J. (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 ...
    • Online Construction of Surface Light Fields 

      Coombe, Greg; Hantak, Chad; Lastra, Anselmo; Grzeszczuk, Radek (The Eurographics Association, 2005)
      We present a system for interactively capturing, constructing, and rendering surface light fields by incrementally building a low rank approximation to the surface light field. Each image is incorporated into the lighting ...
    • Out of Core Photon-Mapping for Large Buildings 

      Fradin, David; Meneveaux, Daniel; Horna, Sebastien (The Eurographics Association, 2005)
      This paper describes a new scheme for computing out-of-core global illumination in complex indoor scenes using a photon-mapping approach. Our method makes use of a cells-and-portals representation of the environment for ...
    • Perceptually Based Tone Mapping of High Dynamic Range Image Streams 

      Irawan, Piti; Ferwerda, James A.; Marschner, Stephen R. (The Eurographics Association, 2005)
      This paper presents a new perceptually based tone mapping operator that represents scene visibility under timevarying, high dynamic range conditions. The operator is based on a new generalized threshold model that extends ...
    • 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 ...
    • 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 ...
    • 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 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 ...
    • Reflectance Sharing: Image-based Rendering from a Sparse Set of Images 

      Zickler, Todd; Enrique, Sebastian; Ramamoorthi, Ravi; Belhumeur, Peter (The Eurographics Association, 2005)
      When the shape of an object is known, its appearance is determined by the spatially-varying reflectance function defined on its surface. Image-based rendering methods that use geometry seek to estimate this function from ...
    • Spherical Q2-tree for Sampling Dynamic Environment Sequences 

      Wan, Liang; Wong, Tien-Tsin; Leung, Chi-Sing (The Eurographics Association, 2005)
      Previous methods in environment map sampling seldom consider a sequence of dynamic environment maps. The generated sampling patterns of the sequence may not maintain the temporal illumination consistency and result in ...
    • Stippling and Silhouettes Rendering in Geometry-Image Space 

      Yuan, Xiaoru; Nguyen, Minh X.; Zhang, Nan; Chen, Baoquan (The Eurographics Association, 2005)
      We present a novel non-photorealistic rendering method that performs all operations in a geometry-image domain. We first apply global conformal parameterization to the input geometry model and generate corresponding geometry ...