Now showing items 11-30 of 41

    • 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 ...
    • Practical, Real-time Studio Matting using Dual Imagers 

      McGuire, Morgan; Matusik, Wojciech; Yerazunis, William (The Eurographics Association, 2006)
      This paper presents a practical system for capturing high-resolution video mattes using cameras that contain two imagers on one optical axis. The dual imagers capture registered frames that differ only by defocus or ...
    • Real-time Multi-perspective Rendering on Graphics Hardware 

      Hou, Xianyou; Wei, Li-Yi; Shum, Heung-Yeung; Guo, Baining (The Eurographics Association, 2006)
      Multi-perspective rendering has a variety of applications; examples include lens refraction, curved mirror re- flection, caustics, as well depiction and visualization. However, multi-perspective rendering is not yet practical ...
    • Real-time Soft Shadow Mapping by Backprojection 

      Guennebaud, Gaël; Barthe, Loïc; Paulin, Mathias (The Eurographics Association, 2006)
      We present a new real-time soft shadow algorithm using a single shadow map per light source. Therefore, our algorithm is well suited to render both complex and dynamic scenes, and it handles all rasterizable geometries. ...
    • Reconstruction of Volumetric Surface Textures for Real-Time Rendering 

      Magda, Sebastian; Kriegman, David (The Eurographics Association, 2006)
      Volumetric texturing is a popular technique for rendering rich 3-D detail when a polygonal surface representation would be ineffective. Although efficient algorithms for rendering volumetric textures have been known for ...
    • Relighting Human Locomotion with Flowed Reflectance Fields 

      Einarsson, Per; Chabert, Charles-Felix; Jones, Andrew; Ma, Wan-Chun; Lamond, Bruce; Hawkins, Tim; Bolas, Mark; Sylwan, Sebastian; Debevec, Paul (The Eurographics Association, 2006)
      We present an image-based approach for capturing the appearance of a walking or running person so they can be rendered realistically under variable viewpoint and illumination. In our approach, a person walks on a treadmill ...
    • Segmentation-Based 3D Artistic Rendering 

      Kolliopoulos, Alexander; Wang, Jack M.; Hertzmann, Aaron (The Eurographics Association, 2006)
      This paper introduces segmentation-based 3D non-photorealistic rendering, in which 3D scenes are rendered as a collection of 2D image segments. Segments abstract out unnecessary detail and provide a basis for defining new ...
    • Sequential Sampling for Dynamic Environment Map Illumination 

      Ghosh, Abhijeet; Doucet, Arnaud; Heidrich, Wolfgang (The Eurographics Association, 2006)
      Sampling complex illumination in the form of environment maps has received a lot of attention in computer graphics. Recent work in this area has demonstrated that drawing samples from the product of light and BRDF produces ...
    • Silhouette Texture 

      Wu, Hongzhi; Wei, Li-Yi; Wang, Xi; Guo, Baining (The Eurographics Association, 2006)
      Using coarse meshes with textures and/or normal maps to represent detailed meshes often results in poor visual quality along silhouettes. To tackle this problem, we introduce silhouette texture, a new data structure for ...
    • Sparse Lumigraph Relighting by Illumination and Reflectance Estimation from Multi-View Images 

      Yu, Tianli; Wang, Hongcheng; Ahuja, Narendra; Chen, Wei-Chao (The Eurographics Association, 2006)
      We present a novel relighting approach that does not assume that the illumination is known or controllable. Instead, we estimate the illumination and texture from given multi-view images captured under a single illumination ...
    • Spatio-Angular Resolution Tradeoffs in Integral Photography 

      Georgeiv, Todor; Zheng, Ke Colin; Curless, Brian; Salesin, David; Nayar, Shree; Intwala, Chintan (The Eurographics Association, 2006)
      An integral camera samples the 4D light field of a scene within a single photograph. This paper explores the fundamental tradeoff between spatial resolution and angular resolution that is inherent to integral photography. ...