Now showing items 1-20 of 41

    • Adaptive Visibility-Driven View Cell Construction 

      Mattausch, Oliver; Bittner, Jirí; Wimmer, Michael (The Eurographics Association, 2006)
      We present a new method for the automatic partitioning of view space into a multi-level view cell hierarchy. We use a cost-based model in order to minimize the average rendering time. Unlike previous methods, our model ...
    • Ambient Occlusion for Animated Characters 

      Kontkanen, Janne; Aila, Timo (The Eurographics Association, 2006)
      We present a novel technique for approximating ambient occlusion of animated objects. Our method automatically determines the correspondence between animation parameters and per-vertex ambient occlusion using a set of ...
    • Antialiasing for Automultiscopic 3D Displays 

      Zwicker, Matthias; Matusik, Wojciech; Durand, Frédo; Pfister, Hanspeter (The Eurographics Association, 2006)
      Automultiscopic displays show stereoscopic images that can be viewed from any viewpoint without special glasses. They hold great promise for the future of television and digital entertainment. However, the image quality ...
    • Ardeco: Automatic Region DEtection and COnversion 

      Lecot, Gregory; Levy, Bruno (The Eurographics Association, 2006)
      We present Ardeco, a new algorithm for image abstraction and conversion from bitmap images into vector graphics. Given a bitmap image, our algorithm automatically computes the set of vector primitives and gradients that ...
    • Automatic Multiperspective Images 

      Román, Augusto; Lensch, Hendrik P. A. (The Eurographics Association, 2006)
      Multiperspective images generated from a collection of photographs or a videostream can be used to effectively summarize long, roughly planar scenes such as city streets. The final image will span a larger field of view ...
    • Bidirectional Instant Radiosity 

      Segovia, Benjamin; Iehl, Jean Claude; Mitanchey, Richard; Péroche, Bernard (The Eurographics Association, 2006)
      This paper presents a new sampling strategy to achieve interactive global illumination on one commodity computer. The goal is to propose an efficient numerical stochastic scheme which can be well adapted to a fast rendering ...
    • Directing Gaze in 3D Models with Stylized Focus 

      Cole, Forrester; DeCarlo, Doug; Finkelstein, Adam; Kin, Kenrick; Morley, Keith; Santella, Anthony (The Eurographics Association, 2006)
      We present an interactive system for placing emphasis in stylized renderings of 3D models. The artist chooses a camera position, an area of interest, and a rendering style for the scene. The system then automatically renders ...
    • An Efficient Multi-View Rasterization Architecture 

      Hasselgren, Jon; Akenine-Möller, Tomas (The Eurographics Association, 2006)
      TV have been designed and built. However, these displays have received relatively little attention in the context of real-time computer graphics. We present a novel rasterization architecture that rasterizes each triangle ...
    • Efficient Wavelet Rotation for Environment Map Rendering 

      Wang, Rui; Ng, Ren; Luebke, David; Humphreys, Greg (The Eurographics Association, 2006)
      Real-time shading with environment maps requires the ability to rotate the global lighting to each surface point's local coordinate frame. Although extensive previous work has studied rotation of functions represented by ...
    • Exploiting Temporal Coherence for Incremental All-Frequency Relighting 

      Overbeck, Ryan; Ben-Artzi, Aner; Ramamoorthi, Ravi; Grinspun, Eitan (The Eurographics Association, 2006)
      Precomputed radiance transfer (PRT) enables all-frequency relighting with complex illumination, materials and shadows. To achieve real-time performance, PRT exploits angular coherence in the illumination, and spatial ...
    • Feature-Aware Texturing 

      Gal, Ran; Sorkine, Olga; Cohen-Or, Daniel (The Eurographics Association, 2006)
      We present a method for inhomogeneous 2D texture mapping guided by a feature mask, that preserves some regions of the image, such as foreground objects or other prominent parts. The method is able to arbitrarily warp a ...
    • A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects 

      Estalella, Pau; Martin, Ignacio; Drettakis, George; Tost, Dani (The Eurographics Association, 2006)
      We present a GPU-driven method for the fast computation of specular reflections on curved objects. For every reflector of the scene, our method computes a virtual object for every other object reflected in it. This virtual ...
    • Handheld Pixels 

      Nordlund, Petri (The Eurographics Association, 2006)
      During this decade, pixels have become mobile. Cell phones, PDAs, handheld gaming consoles and other similar devices start to have color displays by standard and color displays are hungry for high-quality graphics. QVGA ...
    • Image-driven Navigation of Analytical BRDF Models 

      Ngan, Addy; Durand, Frédo; Matusik, Wojciech (The Eurographics Association, 2006)
      Specifying parameters of analytic BRDF models is a difficult task as these parameters are often not intuitive for artists and their effect on appearance can be non-uniform. Ideally, a given step in the parameter space ...
    • Instant Ray Tracing: The Bounding Interval Hierarchy 

      Wächter, Carsten; Keller, Alexander (The Eurographics Association, 2006)
      We introduce a new ray tracing algorithm that exploits the best of previous methods: Similar to bounding volume hierarchies the memory of the acceleration data structure is linear in the number of objects to be ray traced ...
    • Interactive Screen-Space Accurate Photon Tracing on GPUs 

      Krüger, Jens; Bürger, Kai; Westermann, Rüdiger (The Eurographics Association, 2006)
      Recent advances in algorithms and graphics hardware have opened the possibility to render caustics at interactive rates on commodity PCs. This paper extends on this work in that it presents a new method to directly render ...
    • Making Radiance and Irradiance Caching Practical: Adaptive Caching and Neighbor Clamping 

      Krivánek, Jaroslav; Bouatouch, Kadi; Pattanaik, Sumanta; Zára, Jirí (The Eurographics Association, 2006)
      Radiance and irradiance caching are efficient global illumination algorithms based on interpolating indirect illumination from a sparse set of cached values. In this paper we propose an adaptive algorithm for guiding spatial ...
    • Near Optimal Hierarchical Culling: Performance Driven Use of Hardware Occlusion Queries 

      Guthe, Michael; Balázs, Ákos; Klein, Reinhard (The Eurographics Association, 2006)
      The most efficient general occlusion culling techniques are based on hardware accelerated occlusion queries. Although in many cases these techniques can considerably improve performance, they may still reduce efficiency ...
    • A Novel Method for Fast and High-Quality Rendering of Hair 

      Xu, Songhua; Lau, Francis C. M.; Jiang, Hao; Pan, Yunhe (The Eurographics Association, 2006)
      This paper proposes a new rendering approach for hair. The model we use incorporates semantics-related information directly in the appearance modeling function which we call a Semantics-Aware Texture Function (SATF). This ...
    • Painting With Texture 

      Ritter, Lincoln; Li, Wilmot; Curless, Brian; Agrawala, Maneesh; Salesin, David (The Eurographics Association, 2006)
      We present an interactive texture painting system that allows the user to author digital images by painting with a palette of input textures. At the core of our system is an interactive texture synthesis algorithm that ...