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Now showing items 1-10 of 29
Screen Space Obscurances
(The Eurographics Association, 2009)
La simulación de la iluminación indirecta en una escena suele ser muy costosa por lo que normalmente ésta se usa de forma precalculada para escenas estáticas. En este artículo proponemos un algoritmo que aproxima el cálculo ...
Combined Correlated and Importance Sampling in Direct Light Source Computation and Environment Mapping
(The Eurographics Association and Blackwell Publishing, Inc, 2004)
This paper presents a general variance reduction method that is a quasi-optimal combination of correlated and importance sampling. The weights of the combination are selected automatically in order to keep the merits of ...
Real-time Light Animation
(The Eurographics Association and Blackwell Publishing, Inc, 2004)
Light source animation is a particularly hard field of real-time global illumination algorithms since moving light sources result in drastic illumination changes and make coherence techniques less effective. However, the ...
Computational Aesthetics 2005 Eurographics Workshop on Computational Aesthetics in Graphics, Visualization and Imaging Girona, Spain, 18-20 May 2005
(The Eurographics Association and Blackwell Publishing Ltd., 2006)
Simulación de Lluvia sobre Escenas Dinámicas
(The Eurographics Association, 2009)
La lluvia es un fenómeno complejo y su simulación suele ser muy costosa. En este artículo se propone un sistema de simulación de lluvia mediante sistemas de partículas que funciona únicamente en la tarjeta gráfica (GPU). ...
Specular Effects on the GPU: State of the Art
(The Eurographics Association and Blackwell Publishing Ltd, 2009)
This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and caustics on the GPU. We establish a taxonomy of methods based on the three main different ways of representing the scene ...
Automatic View Selection Using Viewpoint Entropy and its Application to Image-Based Modelling
(Blackwell Publishing, Inc and Eurographics Association, 2003)
In the last decade a new family of methods, namely Image-Based Rendering, has appeared. These techniques rely on the use of precomputed images to totally or partially substitute the geometric representation of the scene. ...
Improving Multipath Radiosity with Bundles of Parallel Lines
(The Eurographics Association and Blackwell Publishing Ltd, 2008)
Monte Carlo approaches use random lines to distribute the light power in the scene but the cost of creating a set of random single lines is very costly. In this paper, we present several software and hardware techniques ...
GPUGI: Global Illumination Effects on the GPU
(The Eurographics Association, 2006)
In this tutorial we explain how global illumination rendering methods can be implemented on Shader Model 3.0 GPUs. These algorithms do not follow the conventional local illumination model of Di- rectX/OpenGL pipelines, but ...
Real-time Obscurances with Color Bleeding (the three cubes demo)
(Eurographics Association, 2003)
Here we present an animation that demonstrates the power of the obscurances technique and how it can be used in a video-game context when moving objects are in the scene. Obscurances is a powerful technique that simulates ...