Now showing items 1-11 of 11

    • Acquisition, Representation and Rendering of Real-World Models using Polynomial Texture Maps in 3D 

      Vassallo, Elaine; Spina, Sandro; Debattista, Kurt (The Eurographics Association, 2013)
      The ability to represent real-world objects digitally in a realistic manner is an indispensable tool for many applications. This paper proposes a method for acquiring, processing, representing, and rendering these digital ...
    • A Compact Tucker-Based Factorization Model for Heterogeneous Subsurface Scattering 

      Kurt, Murat; Öztürk, Aydin; Peers, Pieter (The Eurographics Association, 2013)
      This paper presents a novel compact factored subsurface scattering representation for optically thick, heterogeneous translucent materials. Our subsurface scattering representation is a combination of Tucker-based factorization ...
    • Differential Ray Marching 

      Muñoz, Adolfo (The Eurographics Association, 2012)
      Several participating media rendering algorithms are based on ray marching: they integrate the variations of radiance along the volume covered by the participating media by splitting the path of light into segments and ...
    • Downsampling and Storage of Pre-Computed Gradients for Volume Rendering 

      Díaz-García, Jesús; Brunet, Pere; Navazo, Isabel; Vázquez, Pere-Pau (The Eurographics Association, 2017)
      The way in which gradients are computed in volume datasets influences both the quality of the shading and the performance obtained in rendering algorithms. In particular, the visualization of coarse datasets in multi-resolution ...
    • Efficient Propagation of Light Field Edits 

      Jarabo, Adrian; Masia, Belen; Gutierrez, Diego (The Eurographics Association, 2021)
      Light field editing is a complex task, due to the large amount of data and the need to keep consistency between views. This has hampered the creation of efficient edit propagation methods, similar to those existing for ...
    • Enhanced Sphere Tracing 

      Keinert, Benjamin; Schäfer, Henry; Korndörfer, Johann; Ganse, Urs; Stamminger, Marc (The Eurographics Association, 2014)
      In this paper we present several performance and quality enhancements to classical sphere tracing: First, we propose a safe, over-relaxation-based method for accelerating sphere tracing. Second, a method for dynamically ...
    • Interactive Projective Texturing for Non-Photorealistic Shading of Technical 3D Models 

      Lux, Roland; Trapp, Matthias; Semmo, Amir; Döllner, Jürgen (The Eurographics Association, 2013)
      This paper presents a novel interactive rendering technique for creating and editing shadings for man-made objects in technical 3D visualizations. In contrast to shading approaches that use intensities computed based on ...
    • Measuring Realism in Hair Rendering 

      Ramesh, Girish; Turner, Martin J. (The Eurographics Association, 2013)
      Visualisation of hair is an extremely complex problem within the field of Computer Graphics. Over the last 10 years, huge strides have been made in the area of physically-based hair rendering, giving rise to many applications ...
    • Natural Phenomena as Metaphors for Visualization of Trend Data in Interactive Software Maps 

      Würfel, Hannes; Trapp, Matthias; Limberger, Daniel; Döllner, Jürgen (The Eurographics Association, 2015)
      Software maps are a commonly used tool for code quality monitoring in software-development projects and decision making processes. While providing an important visualization technique for the hierarchical system structure ...
    • Practical Offline Rendering of Woven Cloth 

      Nelson, Vidar; McEvoy, Peter M.; Fratarcangeli, Marco (The Eurographics Association, 2016)
      The techniques for rendering woven cloth employed in a production environment often neglect many of the structural features of the fabric, as well as light-scattering processes that occur in the yarn. Research in this area ...
    • Resolution Estimation for Shadow Mapping 

      Ferko, Michal (The Eurographics Association, 2013)
      We present an approach to efficiently reduce shadow map resolution while retaining high quality hard shadows. In the first step, we generate a list of sample points that are seen from the camera and then project these into ...