Browsing EGSR06: 17th Eurographics Symposium on Rendering by Issue Date
Now showing items 21-40 of 41
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A Spectral BSSRDF for Shading Human Skin
(The Eurographics Association, 2006)We present a novel spectral shading model for human skin. Our model accounts for both subsurface and surface scattering, and uses only four parameters to simulate the interaction of light with human skin. The four parameters ... -
Practical, Real-time Studio Matting using Dual Imagers
(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 ... -
Segmentation-Based 3D Artistic Rendering
(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 ... -
Texture Replacement of Garments in Monocular Video
(The Eurographics Association, 2006)In this paper, we present a video processing algorithm for texture replacement of moving garments in monocular video recordings. We use a color-coded pattern which encodes texture coordinates within a local neighborhood ... -
Efficient Wavelet Rotation for Environment Map Rendering
(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 ... -
Relighting Human Locomotion with Flowed Reflectance Fields
(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 ... -
Bidirectional Instant Radiosity
(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 ... -
Automatic Multiperspective Images
(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 ... -
Spatio-Angular Resolution Tradeoffs in Integral Photography
(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. ... -
A Novel Method for Fast and High-Quality Rendering of Hair
(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 ... -
Texture Transfer Using Geometry Correlation
(The Eurographics Association, 2006)Texture variation on real-world objects often correlates with underlying geometric characteristics and creates a visually rich appearance. We present a technique to transfer such geometry-dependent texture variation from ... -
Real-time Multi-perspective Rendering on Graphics Hardware
(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 ... -
Two Stage Importance Sampling for Direct Lighting
(The Eurographics Association, 2006)We describe an importance sampling method to generate samples based on the product of a BRDF and an environment map or large light source. The method works by creating a hierarchical partition of the light source based on ... -
Adaptive Visibility-Driven View Cell Construction
(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 ... -
Visual Chatter in the Real World
(The Eurographics Association, 2006)When a scene is lit by a source of light, the radiance of each point in the scene can be viewed as having two components, namely, direct and global. Recently, an efFIcient separation method has been proposed that uses high ... -
Handheld Pixels
(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 ... -
Silhouette Texture
(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 ... -
Sequential Sampling for Dynamic Environment Map Illumination
(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 ... -
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 ... -
Near Optimal Hierarchical Culling: Performance Driven Use of Hardware Occlusion Queries
(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 ...