
%-------------------------------------------------------------------------------
%            Proceedings of Eurographics Workshop on Rendering




%                               In proceeding 90

@InProceedings{Wallace:rend90-1,
   crossref =     {EGrend90-proc},
   author =       {John Wallace},
   title =	{Trends in Radiosity for Image Synthesis},
   pages =	{1--14},
   abstract =     {
 }}

@InProceedings{Murakami:rend90-15,
   crossref =     {EGrend90-proc},
   author =       {K. Murakami and K. Hirota},
   title =	{Incremental Ray Tracing},
   pages =	{15--30},
   abstract =     {
 }}

@InProceedings{Biard:rend90-31,
   crossref =     {EGrend90-proc},
   author =       {Luc Biard},
   title =	{Parametric Surfaces and Ray Tracing},
   pages =	{31--52},
   abstract =     {
 }}

@InProceedings{Bouville:rend90-53,
   crossref =     {EGrend90-proc},
   author =       {Christian Bouville and Kadi Bouatouch and Pierre Tellier and Xavier Pueyo},
   title =	{Theoretical Analysis of Global Illumination Models},
   pages =	{53--66},
   abstract =     {
 }}

@InProceedings{Shirley:rend90-67,
   crossref =     {EGrend90-proc},
   author =       {Peter Shirley},
   title =	{Physically Based Lighting Calculations for Computer Graphics: A Modern Perspective},
   pages =	{67--82},
   abstract =     {
 }}

@InProceedings{Neumann:rend90-83,
   crossref =     {EGrend90-proc},
   author =       {L{\'a}szl{\'o} Neumann and Attila Neumann},
   title =	{Efficient Radiosity Methods for Non-Separable Reflectance Models},
   pages =	{83--102},
   abstract =     {
 }}

@InProceedings{LeSaec:rend90-103,
   crossref =     {EGrend90-proc},
   author =       {Bertrand Le Sa{\"e}c and Christophe Schlick},
   title =	{A Progressive Ray Tracing Based Radiosity with General Reflectance Functions},
   pages =	{103--116},
   abstract =     {
 }}

@InProceedings{Kok:rend90-117,
   crossref =     {EGrend90-proc},
   author =       {Arjan J.F. Kok and A.C. Yilmaz and L.H.J. Bierens},
   title =	{A Two-Pass Radiosity Method for Bezier Patches},
   pages =	{117--126},
   abstract =     {
 }}

@InProceedings{Spencer:rend90-127,
   crossref =     {EGrend90-proc},
   author =       {Stephen N. Spencer},
   title =	{The Hemisphere Radiosity Method: A Tale of Two Algorithms},
   pages =	{127--136},
   abstract =     {
 }}

@InProceedings{Vilaplana:rend90-137,
   crossref =     {EGrend90-proc},
   author =       {Josep Vilaplana and Xavier Pueyo},
   title =	{Exploiting Coherence for Clipping and View Transformation in Radiosity Algorithms},
   pages =	{137--150},
   abstract =     {
 }}

@InProceedings{Hanrahan:rend90-151,
   crossref =     {EGrend90-proc},
   author =       {Pat Hanrahan and David Salzman},
   title =	{A Rapid Hierarchical Radiosity for Unoccluded Environnements},
   pages =	{151--172},
   abstract =     {
 }}

@InProceedings{Purgathofer:rend90-173,
   crossref =     {EGrend90-proc},
   author =       {Werner Purgathofer and Michael Zeiller},
   title =	{Fast Radiosity by Parallelization},
   pages =	{173--184},
   abstract =     {
 }}

@InProceedings{Smits:rend90-185,
   crossref =     {EGrend90-proc},
   author =       {Brian E. Smits and Gary W. Meyer},
   title =	{Newton'S Color: Simulating Interference Phenomena in Realistic Image Synthesis},
   pages =	{185--194},
   abstract =     {
 }}

@InProceedings{Roelens:rend90-195,
   crossref =     {EGrend90-proc},
   author =       {M. Roelensand G. Fertey and B. Peroche},
   title =	{Light Sources in a Ray Tracing Environnement},
   pages =	{195--214},
   abstract =     {
 }}

@InProceedings{Haas:rend90-215,
   crossref =     {EGrend90-proc},
   author =       {Stefan Haas and Georgios Sakas},
   title =	{Methods for Efficient Sampling of Arbitrary Distributed Volume Densities},
   pages =	{215--227},
   abstract =     {
 }}


%-----------------------------------------------------------------------------------
%                               In proceeding 91

@InProceedings{Sillion:rend91-1,
   crossref =     {EGrend91-proc},
   author =       {Fran\c{c}ois Sillion},
   title =	{The State of the Art in Physically-Based Rendering and Its Impact on Future Applications},
   pages =	{1--10},
   abstract =     {
 }}

@InProceedings{Ward:rend91-11,
   crossref =     {EGrend91-proc},
   author =       {Gregory J. Ward},
   title =	{Adaptive Shadow Testing for Ray Tracing},
   pages =	{11--20},
   abstract =     {
 }}

@InProceedings{Schlick:rend91-21,
   crossref =     {EGrend91-proc},
   author =       {Christophe Schlick},
   title =	{An Adaptive Sampling Technique for Multidimensional Integration by Ray Tracing},
   pages =	{21--29},
   abstract =     {
 }}

@InProceedings{Lange:rend91-30,
   crossref =     {EGrend91-proc},
   author =       {Brigitta Lange},
   title =	{The Simulation of Radiant Light Transfert with Stochastic Ray Tracing},
   pages =	{30--44},
   abstract =     {
 }}

@InProceedings{Kirk:rend91-45,
   crossref =     {EGrend91-proc},
   author =       {David Kirk and James Arvo},
   title =	{Unbiased Variance Reduction for Global Illumination},
   pages =	{45--53},
   abstract =     {
 }}

@InProceedings{Shirley:rend91-54,
   crossref =     {EGrend91-proc},
   author =       {Peter Shirley and Changyaw Wang},
   title =	{Direct Lighting Calculation by Monte Carlo Integration},
   pages =	{54--59},
   abstract =     {
 }}

@InProceedings{Drettakis:rend91-60,
   crossref =     {EGrend91-proc},
   author =       {George Drettakis and Eugene Fiume},
   title =	{Structured-Directed Sampling, Reconstruction and Data Representation for Global Illumination},
   pages =	{60--74},
   abstract =     {
 }}

@InProceedings{Kok:rend91-75,
   crossref =     {EGrend91-proc},
   author =       {Arjan J. Kok and Frederik W. Jansen},
   title =	{Source Selection for the Direct Lighting Computation in Global Illumination},
   pages =	{75--82},
   abstract =     {
 }}

@InProceedings{Tampieri:rend91-83,
   crossref =     {EGrend91-proc},
   author =       {Philippo Tampieri and Dani Lischinski},
   title =	{The Constant Radiosity Assumption Syndrome},
   pages =	{83--92},
   abstract =     {
 }}

@InProceedings{Vedel:rend91-93,
   crossref =     {EGrend91-proc},
   author =       {Christophe Vedel and Claude Puech},
   title =	{Some Experiments on Adaptive Subdivision in Progressive Radiosity},
   pages =	{93--103},
   abstract =     {
 }}

@InProceedings{Gatenby:rend91-104,
   crossref =     {EGrend91-proc},
   author =       {Neil Gatenby and Terry Hewitt},
   title =	{Radiosity in Computer Graphics: A Proposed Alternative to the Hemi-Cube Algorithm},
   pages =	{104--111},
   abstract =     {
 }}

@InProceedings{Tellier:rend91-112,
   crossref =     {EGrend91-proc},
   author =       {Pierre Tellier and Kadi Bouatouch},
   title =	{Physics-Based Lighting Models: Implementation Issues},
   pages =	{112--121},
   abstract =     {
 }}

@InProceedings{Haines:rend91-122,
   crossref =     {EGrend91-proc},
   author =       {Eric A. Haines and John R. Wallace},
   title =	{Shaft Culling for Efficient Ray-Cast Radiosity},
   pages =	{122--138},
   abstract =     {
 }}

@InProceedings{Feda:rend91-139,
   crossref =     {EGrend91-proc},
   author =       {Martin Feda and Werner Purgathofer},
   title =	{Progressive Refinement Radiosity on a Transputer Network},
   pages =	{139--148},
   abstract =     {
 }}

@InProceedings{Chalmers:rend91-149,
   crossref =     {EGrend91-proc},
   author =       {Alan G. Chalmers and Derek J. Paddon},
   title =	{Parallel Processing of Progressive Refinement Radiosity Methods},
   pages =	{149--159},
   abstract =     {
 }}

@InProceedings{Guitton:rend91-160,
   crossref =     {EGrend91-proc},
   author =       {Pascal Guitton and jean Roman and Christophe Schlick},
   title =	{Two Parallel Approaches for a Progressive Radiosity},
   pages =	{160--170},
   abstract =     {
 }}

@InProceedings{Jessel:rend91-171,
   crossref =     {EGrend91-proc},
   author =       {Jean-Pierre Jessel and Mathias Paulin and Ren{\'e} Caubet},
   title =	{An Extended Radiosity Using Parallel Ray-Traced Specular Transfers},
   pages =	{171--181},
   abstract =     {
 }}

@InProceedings{Isler:rend91-182,
   crossref =     {EGrend91-proc},
   author =       {Veysi \`I\c{s}ler and Cevdet Aykanat and B\"ulent \"Ozg\"u\c{c}},
   title =	{Subdivision of 3D Space Based on the Graph Patitioning for Parallel Tracing},
   pages =	{182--190},
   abstract =     {
 }}

@InProceedings{Liere:rend91-191,
   crossref =     {EGrend91-proc},
   author =       {Robertvan Liere},
   title =	{Divide and Conquer Radiosity},
   pages =	{191--197},
   abstract =     {
 }}

@InProceedings{Arnaldi:rend91-198,
   crossref =     {EGrend91-proc},
   author =       {Bruno Arnaldi and Xavier Pueyo and Josep Vilaplana},
   title =	{On the Division of Environnements by Virtual Walls for Radiosity Computation},
   pages =	{198--205},
   abstract =     {
 }}

@InProceedings{Sakas:rend91-206,
   crossref =     {EGrend91-proc},
   author =       {Georgios Sakas and Bertram Kerke},
   title =	{Texture Shapping: A Method for Modeling Arbitrarily Shaped Volume Objects in Texture Space},
   pages =	{206--218},
   abstract =     {
 }}

@InProceedings{Tastl:rend91-219,
   crossref =     {EGrend91-proc},
   author =       {Ingeborg Tastl and Werner Purgathofer},
   title =	{Color Spaces and Human Color Perception},
   pages =	{219--226},
   abstract =     {
 }}

@InProceedings{Anderson:rend91-227,
   crossref =     {EGrend91-proc},
   author =       {Andrew J. Anderson and Michael Grant},
   title =	{Visulux: A Radiosity Based Lighting Design Tool},
   pages =	{227--239},
   abstract =     {
 }}

@InProceedings{Brivio:rend91-240,
   crossref =     {EGrend91-proc},
   author =       {Pietro A. Brivio and Paolo Furini and Massimo Righetti and Daniele Marini},
   title =	{Synthesis of Multispectral Images of Natural Landscape},
   pages =	{240--250},
   abstract =     {
 }}

@InProceedings{Clave:rend91-251,
   crossref =     {EGrend91-proc},
   author =       {Salvador Clav{\'e} and Markus Gross},
   title =	{A Rendering Pipeline for Street Lighting Simulation},
   pages =	{251--262},
   abstract =     {
 }}



%-----------------------------------------------------------------------------------
%                               In proceeding 92

@InProceedings{Paddon:rend92-1,
   crossref =     {EGrend92-proc},
   author =       {Derek Paddon},
   title =	{Parallel Processing for Rendering},
   pages =	{1--8},
   abstract =     {
 }}

@InProceedings{Maillot:rend92-9,
   crossref =     {EGrend92-proc},
   author =       {J-L. Maillot and L. Carraro and Bernard Peroche},
   title =	{A Progressive Ray Tracing},
   pages =	{9--20},
   abstract =     {
 }}

@InProceedings{Feda:rend92-21,
   crossref =     {EGrend92-proc},
   author =       {Martin Feda and Werner Purgathofer},
   title =	{Accelerating Ray Tracing by Overshooting},
   pages =	{21--32},
   abstract =     {
 }}

@InProceedings{Shirley:rend92-33,
   crossref =     {EGrend92-proc},
   author =       {Peter Shirley and Changyaw Wang},
   title =	{Distribution Ray Tracing: Theory and Practice},
   pages =	{33--44},
   abstract =     {
 }}

@InProceedings{Speer:rend92-45,
   crossref =     {EGrend92-proc},
   author =       {R. Speer},
   title =	{A New Data Structure for High Speed, Memory Efficient Ray Shooting},
   pages =	{45--60},
   abstract =     {
 }}

@InProceedings{Mitchell:rend92-61,
   crossref =     {EGrend92-proc},
   author =       {D. Mitchell},
   title =	{Ray Tracing and Irregularities of Distribution},
   pages =	{61--70},
   abstract =     {
 }}

@InProceedings{Pattanaik:rend92-71,
   crossref =     {EGrend92-proc},
   author =       {Summanta N. Pattanaik and S. P. Mudur},
   title =	{Computation of Global Illumination by Monte Carlo of the Particle Light},
   pages =	{71--84},
   abstract =     {
 }}

@InProceedings{Ward:rend92-85,
   crossref =     {EGrend92-proc},
   author =       {George J. Ward and Paul S. Heckbert},
   title =	{Irradiance Gradients},
   pages =	{85--98},
   abstract =     {
 }}

@InProceedings{Salesin:rend92-99,
   crossref =     {EGrend92-proc},
   author =       {David Salesin and Dany Lischinski and Tony DeRose},
   title =	{Reconstructing Illumination Functions with Selected Discontinuities},
   pages =	{99--112},
   abstract =     {
 }}

@InProceedings{Vedel:rend92-113,
   crossref =     {EGrend92-proc},
   author =       {C. Vedel},
   title =	{Improved Storage and Reconstruction of Light Intensities on Surfaces},
   pages =	{113--122},
   abstract =     {
 }}

@InProceedings{Whitman:rend92-123,
   crossref =     {EGrend92-proc},
   author =       {S. Whitman},
   title =	{Parallel Graphics Rendering Algorithms},
   pages =	{123--134},
   abstract =     {
 }}

@InProceedings{Cameron:rend92-135,
   crossref =     {EGrend92-proc},
   author =       {G. Cameron and P. Undrill},
   title =	{Rendering Volumetric Medical Image Data on a {SIMD} Architecture Computer},
   pages =	{135--146},
   abstract =     {
 }}

@InProceedings{Sung:rend92-147,
   crossref =     {EGrend92-proc},
   author =       {K. Sung},
   title =	{The Area Sampling Machine},
   pages =	{147--160},
   abstract =     {
 }}

@InProceedings{Cohen:rend92-161,
   crossref =     {EGrend92-proc},
   author =       {Michael Cohen},
   title =	{Is Image Synthesis a Solved Problem ?},
   pages =	{161--168},
   abstract =     {
 }}

@InProceedings{Sturzlinger:rend92-169,
   crossref =     {EGrend92-proc},
   author =       {Wolfgang St{\"u}rzlinger},
   title =	{Radiosity with Vorono{\"i} Diagrams},
   pages =	{169--178},
   abstract =     {
 }}

@InProceedings{Asensio:rend92-179,
   crossref =     {EGrend92-proc},
   author =       {F. Asensio},
   title =	{A Hierarchical Ray Casting Algorithm for Radiosity Shadows},
   pages =	{179--188},
   abstract =     {
 }}

@InProceedings{Drettakis:rend92-189,
   crossref =     {EGrend92-proc},
   author =       {George Drettakis and Eugene Fiume},
   title =	{Concrete Computation of Global Illumination using Structured Sampling},
   pages =	{189--202},
   abstract =     {
 }}

@InProceedings{Heckbert:rend92-203,
   crossref =     {EGrend92-proc},
   author =       {Paul S. Heckbert},
   title =	{Discontinuity Meshing for Radiosity},
   pages =	{203--216},
   abstract =     {
 }}

@InProceedings{Languenon:rend92-217,
   crossref =     {EGrend92-proc},
   author =       {E. Languenon and P. Tellier},
   title =	{Including Physical Light Sources and Daylight in Global Illumination},
   pages =	{217--226},
   abstract =     {
 }}

@InProceedings{Bhate:rend92-227,
   crossref =     {EGrend92-proc},
   author =       {N. Bhate and A. Tokuta},
   title =	{Photorealistic Volume Rendering of Media with Directional Scattering},
   pages =	{227--246},
   abstract =     {
 }}

@InProceedings{Drucker:rend92-247,
   crossref =     {EGrend92-proc},
   author =       {S. Drucker and Peter Schr{\"o}der},
   title =	{Fast Radiosity using a Data Parallel Architecture},
   pages =	{247--258},
   abstract =     {
 }}

@InProceedings{Vilaplana:rend92-259,
   crossref =     {EGrend92-proc},
   author =       {Josep Vilaplana},
   title =	{Parallel Radiosity Solutions Based on Partial Result Messages},
   pages =	{259--270},
   abstract =     {
 }}

@InProceedings{Varshney:rend92-271,
   crossref =     {EGrend92-proc},
   author =       {A. Varshney},
   title =	{An Environnement-Project Approach to Radiosity for Mesh-Connected Computers},
   pages =	{271--282},
   abstract =     {
 }}

@InProceedings{Kok:rend92-283,
   crossref =     {EGrend92-proc},
   author =       {Arjan Kok and Frederik W. Jansen},
   title =	{Sampling Pattern Coherence for Sampling Area Light Sources},
   pages =	{283},
   abstract =     {
 }}

@InProceedings{Moisan:rend92-284,
   crossref =     {EGrend92-proc},
   author =       {B. Moisan and P. Pitot and Y. Duthen and R. Caubert},
   title =	{A New Parallel Computation Model for Ray Tracing: the Active Messages},
   pages =	{284},
   abstract =     {
 }}

@InProceedings{Moore:rend92-285,
   crossref =     {EGrend92-proc},
   author =       {A. Moore and C. Ng and D. Bustard},
   title =	{Anti-Aliased Line Drawing on a Distributed Cell Store System},
   pages =	{285},
   abstract =     {
 }}

@InProceedings{Shah:rend92-286,
   crossref =     {EGrend92-proc},
   author =       {A. Shah and D. McNeill and P. Lister and R. Grimsdale},
   title =	{Antialiasing in Ray Tracing},
   pages =	{286},
   abstract =     {
 }}

@InProceedings{Slusallek:rend92-287,
   crossref =     {EGrend92-proc},
   author =       {P. Slusallek and M. Kramer and R. Sonntag},
   title =	{A Short Proof of the Progressive Refinement Method in Radiosity},
   pages =	{287},
   abstract =     {
 }}

@InProceedings{Song:rend92-288,
   crossref =     {EGrend92-proc},
   author =       {Q. Song and G. Jie and L. Shuliang and W. Youshou},
   title =	{Implicit Light Source Illumination Model for Realistic Image Synthesis},
   pages =	{288},
   abstract =     {
 }}

%-----------------------------------------------------------------------------------
%                               In proceeding 93

@InProceedings{Glassner:rend93-5,
   crossref =     {EGrend93-proc},
   author =       {Andrew Glassner},
   title =	{Dynamic Stratification},
   pages =	{5--14},
   abstract =     {
 }}

@InProceedings{Feda:rend93-15,
   crossref =     {EGrend93-proc},
   author =       {Martin Feda and Werner Purgathofer},
   title =	{Progressive Ray Refinement for Monte Carlo Radiosity},
   pages =	{15--26},
   abstract =     {
 }}

@InProceedings{Jansen:rend93-27,
   crossref =     {EGrend93-proc},
   author =       {Erik Jansen},
   title =	{Realism in Real-Time ?},
   pages =	{27--46},
   abstract =     {
 }}

@InProceedings{Lewis:rend93-47,
   crossref =     {EGrend93-proc},
   author =       {Robert Lewis},
   title =	{Making Shaders More Physically Plausible},
   pages =	{47--62},
   abstract =     {
 }}

@InProceedings{Patmore:rend93-63,
   crossref =     {EGrend93-proc},
   author =       {Christopher Patmore},
   title =	{Illumination of Dense Foliage Models},
   pages =	{63--72},
   abstract =     {
 }}

@InProceedings{Schlick:rend93-73,
   crossref =     {EGrend93-proc},
   author =       {Christophe Schlick},
   title =	{A Customizable Reflectance Model for Everyday Rendering},
   pages =	{73--84},
   abstract =     {
 }}

@InProceedings{Aupperle:rend93-85,
   crossref =     {EGrend93-proc},
   author =       {Larry Aupperle and Pat Hanrahan},
   title =	{Importance and Discrete Three Point Transport},
   pages =	{85--94},
   abstract =     {
 }}

@InProceedings{Christensen:rend93-95,
   crossref =     {EGrend93-proc},
   author =       {Per Christensen and David Salesin and Tony DeRose},
   title =	{A Continuous Adjoint Formulation for Radiance Transport},
   pages =	{95--104},
   abstract =     {
 }}

@InProceedings{Schroder:rend93-105,
   crossref =     {EGrend93-proc},
   author =       {Peter Schr{\"o}der and Steven Gortler and Michael Cohen and Pat Hanrahan},
   title =	{Wavelet Projections for Radiosity},
   pages =	{105--114},
   abstract =     {
 }}

@InProceedings{Zhao:rend93-115,
   crossref =     {EGrend93-proc},
   author =       {Jenny Zhao and David Dobkin},
   title =	{Continuous Algorithms for Visibility: The Space Searching Approach},
   pages =	{115--126},
   abstract =     {
 }}

@InProceedings{Shinagawa:rend93-127,
   crossref =     {EGrend93-proc},
   author =       {Yohihisa Shinagawa and Saeko Miyoshy and Tosiyasu Kunii},
   title =	{Viewpoint Analysis of Drawings and Paintings Rendered using Multiple Viewpoints: Cases Containing Rectangular Objects},
   pages =	{127--144},
   abstract =     {
 }}

@InProceedings{Gostman:rend93-145,
   crossref =     {EGrend93-proc},
   author =       {Craig Gostman},
   title =	{Constant-Time Filtering by Singular Value Decomposition},
   pages =	{145--156},
   abstract =     {
 }}

@InProceedings{Lindgren:rend93-157,
   crossref =     {EGrend93-proc},
   author =       {Terence Lindgren and John Weber},
   title =	{Measuring the Quality of Antialiased Line Drawing},
   pages =	{157--174},
   abstract =     {
 }}

@InProceedings{Hanrahan:rend93-175,
   crossref =     {EGrend93-proc},
   author =       {Pat Hanrahan},
   title =	{How to Solve It ?},
   pages =	{175--176},
   abstract =     {
 }}

@InProceedings{Schroder:rend93-177,
   crossref =     {EGrend93-proc},
   author =       {Peter Schr{\"o}der},
   title =	{Numerical Integration for Radiosity in the Presence of Singularities},
   pages =	{177--184},
   abstract =     {
 }}

@InProceedings{max:rend93-185,
   crossref =     {EGrend93-proc},
   author =       {Nelson Max and Roy Troutman},
   title =	{Optimal Hemicube Sampling},
   pages =	{185-200},
   abstract =     {
 }}

@InProceedings{Pietrek:rend93-201,
   crossref =     {EGrend93-proc},
   author =       {Georg Pietrek},
   title =	{Fast Caluclation of Accurate Form Factor},
   pages =	{201--220},
   abstract =     {
 }}

@InProceedings{Kok:rend93-221,
   crossref =     {EGrend93-proc},
   author =       {Arjan Kok},
   title =	{Grouping of Patches in Progressive Radiosity},
   pages =	{221--232},
   abstract =     {
 }}

@InProceedings{Greiner:rend93-233,
   crossref =     {EGrend93-proc},
   author =       {G{\"u}nther Greiner and Wolfgang Heidrich and Philipp Slusallek},
   title =	{Blockwise Refinement - A New Method for Solving the Radiosity Problem},
   pages =	{233--246},
   abstract =     {
 }}

@InProceedings{Shao:rend93-247,
   crossref =     {EGrend93-proc},
   author =       {Min-Zhi Shao and Norman Badler},
   title =	{Analysis and Acceleration of Progressive Refinement Radiosity Method},
   pages =	{247--258},
   abstract =     {
 }}

@InProceedings{Haeberli:rend93-259,
   crossref =     {EGrend93-proc},
   author =       {Paul Haeberli and Mark Segal},
   title =	{Texture Mapping as a Fundamental Drawing Primitive},
   pages =	{259--266},
   abstract =     {
 }}

@InProceedings{Guitton:rend93-267,
   crossref =     {EGrend93-proc},
   author =       {Pascal Guitton and Christophe Schlick},
   title =	{A Methodology for Description of Texturing Methods},
   pages =	{267--280},
   abstract =     {
 }}

@InProceedings{Tost:rend93-281,
   crossref =     {EGrend93-proc},
   author =       {Dani Tost and Anna Puig and Isabel Navazo},
   title =	{Visualization of Mixed Scenes Based on Volumes and Surfaces},
   pages =	{281--294},
   abstract =     {
 }}

@InProceedings{Voort:rend93-295,
   crossref =     {EGrend93-proc},
   author =       {H.T.M. van den Voort and H.J. Noordmans and J.M. Messerli and A.W.M. Smeulders},
   title =	{Physically Realistic Volume Visualization for Interactive Image Analysis},
   pages =	{295--306},
   abstract =     {
 }}

@InProceedings{Chalmers:rend93-307,
   crossref =     {EGrend93-proc},
   author =       {Alan Chalmers and L{\'a}szl{\'o} Neumann},
   title =	{Computer Graphics Research in Eastern Europe},
   pages =	{307--316},
   abstract =     {
 }}

@InProceedings{Bastos:rend93-317,
   crossref =     {EGrend93-proc},
   author =       {Rui Manuel Bastos and Ant{\'o}nio Augusto de Sousa and Fernando Nunes Ferreira},
   title =	{Reconstruction of Illumination Functions using Hermite Bicubic Interpolation},
   pages =	{317--326},
   abstract =     {
 }}

@InProceedings{Aguas:rend93-327,
   crossref =     {EGrend93-proc},
   author =       {Miguel P.N. Águas and Stefan M{\"u}ller},
   title =	{Mesh Redistribution in Radiosity},
   pages =	{327--336},
   abstract =     {
 }}

@InProceedings{Jones:rend93-337,
   crossref =     {EGrend93-proc},
   author =       {G.R. Jones and C.G. Christou and B.G. Cumming and A.J. Parker},
   title =	{Accurate Rendering of Curved Shadows and Interreflections},
   pages =	{337--347},
   abstract =     {
 }}


%-----------------------------------------------------------------------------------
%                               In proceeding 94


@InProceedings{Shirley:rend94-3,
   crossref =     {EGrend94-proc},
   author =       {Peter Shirley and Georgios Sakas},
   title =	{Results of the 1994 Survey on Image Synthesis},
   pages =	{3--6},
   abstract =     {
}}

@InProceedings{Schlick:rend94-7,
   crossref =     {EGrend94-proc},
   author =       {Christophe Schlick},
   title =	{Quantization Techniques for the Visualization of High Dynamic Range Pictures},
   pages =	{7--20},
   abstract =     {
}}

@InProceedings{Chiu:rend94-21,
   crossref =     {EGrend94-proc},
   author =       {Kenneth Chiu and Peter Shirley},
   title =	{Rendering, Complexity, and Perception},
   pages =	{21--36},
   abstract =     {
}}

@InProceedings{Rushmeyer:rend94-37,
   crossref =     {EGrend94-proc},
   author =       {Holly Rushmeyer},
   title =	{Rendering Participating Media: Problems and Solutions from Application Areas},
   pages =	{37--59},
   abstract =     {
}}

@InProceedings{Glassner:rend94-60,
   crossref =     {EGrend94-proc},
   author =       {Andrew S. Galssner},
   title =	{A Model for Fluorescence and Phosphorescence},
   pages =	{60--70},
   abstract =     {
}}

@InProceedings{Languenou:rend94-71,
   crossref =     {EGrend94-proc},
   author =       {Eric Langu{\'e}nou and Kadi Bouatouch and Michael Chelle},
   title =	{Global Illumination in Presence of Participating Media with General Properties},
   pages =	{71--86},
   abstract =     {
}}

@InProceedings{Max:rend94-87,
   crossref =     {EGrend94-proc},
   author =       {Nelson Max},
   title =	{Efficient Light Propagation for Multiple Anisotropic Volume Scattering},
   pages =	{87--104},
   abstract =     {
}}

@InProceedings{Sillion:rend94-105,
   crossref =     {EGrend94-proc},
   author =       {Fran\c{c}ois Sillion},
   title =	{Clustering and Volume Scattering for Hierarchical Radiosity Calculations},
   pages =	{105--120},
   abstract =     {
}}

@InProceedings{Collins:rend94-121,
   crossref =     {EGrend94-proc},
   author =       {Steven Collins},
   title =	{Adaptive Splatting for Specular to Diffuse Light Transport},
   pages =	{121--135},
   abstract =     {
}}

@InProceedings{Lange:rend94-136,
   crossref =     {EGrend94-proc},
   author =       {Brigitta Lange and Markus Beyer},
   title =	{Rayvolution: An Evolutionary Ray Tracing Algorithm},
   pages =	{136--144},
   abstract =     {
}}

@InProceedings{Veach:rend94-145,
   crossref =     {EGrend94-proc},
   author =       {Eric Veach and Leonidas Guibas},
   title =	{Bidirectional Estimators for Light Transport},
   pages =	{145--167},
   abstract =     {
}}

@InProceedings{Lafortune:rend94-168,
   crossref =     {EGrend94-proc},
   author =       {Eric P. Lafortune and Yves D. Willems},
   title =	{The Ambient Term as a Variance Reducing Technique for Monte Carlo Ray Tracing},
   pages =	{168--176},
   abstract =     {
}}

@InProceedings{Blasi:rend94-177,
   crossref =     {EGrend94-proc},
   author =       {Philippe Blasi and Bertrand Le Sa{\"e}c and Christophe Schlick},
   title =	{An Importance Driven Monte Carlo Solution to the Global Illumination Problem},
   pages =	{177--187},
   abstract =     {
}}

@InProceedings{Dutre:rend94-188,
   crossref =     {EGrend94-proc},
   author =       {Philip Dutr{\'e} and Yves D. Willems},
   title =	{Importance-Driven Monte Carlo Light Tracing},
   pages =	{188--200},
   abstract =     {
}}

@InProceedings{Neumann:rend94-201,
   crossref =     {EGrend94-proc},
   author =       {L{\'a}szl{\'o} neumann and Martin Feda and Manfred Kopp and Werner Purgathofer},
   title =	{A New Stochastic Radiosity Method for Highly Complex Scenes},
   pages =	{201--213},
   abstract =     {
}}

@InProceedings{Xu:rend94-214,
   crossref =     {EGrend94-proc},
   author =       {Wei Xu and Donald S. Fussell},
   title =	{Constructing Solvers for Radiosity Equation Systems},
   pages =	{214--226},
   abstract =     {
}}

@InProceedings{Neumann:rend94-227,
   crossref =     {EGrend94-proc},
   author =       {L{\'a}szl{\'o} neumann and Robert F. Tobler},
   title =	{New Efficient Algorithms with Positive Definite Radiosity Matrix},
   pages =	{227--243},
   abstract =     {
}}

@InProceedings{Sturzlinger:rend94-244,
   crossref =     {EGrend94-proc},
   author =       {Wolfgang St{\"u}rzlinger},
   title =	{Adaptive Mesh Refinement with Discontinuities for the Radiosity Method},
   pages =	{244--253},
   abstract =     {
}}

@InProceedings{Gatenby:rend94-254,
   crossref =     {EGrend94-proc},
   author =       {Neil Gatenby and Terry Hewitt},
   title =	{Optimizing Discontinuity Meshing Radiosity},
   pages =	{254--263},
   abstract =     {
}}

@InProceedings{Drettakis:rend94-264,
   crossref =     {EGrend94-proc},
   author =       {George Drettakis},
   title =	{Simplifying the Representation of Radiance from Mulitiple Emitters},
   pages =	{264--280},
   abstract =     {
}}

@InProceedings{Pattanaik:rend94-281,
   crossref =     {EGrend94-proc},
   author =       {Sumanta N. Pattanaik and Kadi Bouattouch},
   title =	{Haar Wavelet: A Solution to Global Illumination with General Surface Properties},
   pages =	{281--294},
   abstract =     {
}}

@InProceedings{Christensen:rend94-295,
   crossref =     {EGrend94-proc},
   author =       {Per Chritensen and Eric Stollnitz and David Salesin and Tony DeRose},
   title =	{Wavelet Radiance},
   pages =	{295--309},
   abstract =     {
}}

@InProceedings{Schroder:rend94-310,
   crossref =     {EGrend94-proc},
   author =       {Peter Schr{\"o}der and Pat Hanrahan},
   title =	{Wavelet Methods for Radiance Computations},
   pages =	{310--328},
   abstract =     {
}}

@InProceedings{Forsyth:rend94-329,
   crossref =     {EGrend94-proc},
   author =       {David Forsyth and Chien Yang and Kim Teo},
   title =	{Efficient Radiosity in Dynamic Environnements},
   pages =	{329--338},
   abstract =     {
}}

@InProceedings{Muller:rend94-339,
   crossref =     {EGrend94-proc},
   author =       {Stefan M{\"u}ller and Frank Sch{\"o}ffel},
   title =	{Fast Radiosity Retropropagation for Interactive Virtual Environnements using a Shadow-Form-Factor-List},
   pages =	{339--356},
   abstract =     {
}}

@InProceedings{Holzschuch:rend94-357,
   crossref =     {EGrend94-proc},
   author =       {Nicolas Holzschuch and Fran\c{c}ois Sillion and George Drettakis},
   title =	{An Efficient Progressive Refinement Strategy for Hierarchical Radiosity},
   pages =	{357--372},
   abstract =     {
}}

@InProceedings{Nimeroff:rend94-373,
   crossref =     {EGrend94-proc},
   author =       {Jeffry S. Nimeroff and Eero Simoncelli and Julie Dorsey},
   title =	{Efficient Re-Redering of Naturally Illuminated Environnements},
   pages =	{373--388},
   abstract =     {
}}

@InProceedings{Myszkowski:rend94-389,
   crossref =     {EGrend94-proc},
   author =       {Karol Myszkowski and Tosiyasu L. Kunii},
   title =	{Texture Mapping as an Alternative for Meshing During Walkthrough Animation},
   pages =	{389--400},
   abstract =     {
}}

@InProceedings{Schneider:rend94-401,
   crossref =     {EGrend94-proc},
   author =       {Bengt-Olaf Schneider and Paul Borrel and Jai Manon and Josh Mittelman and Jarek Rossignac},
   title =	{BRUSH as a Walkthrough System for Architectural Models},
   pages =	{401--409},
   abstract =     {
}}

@InProceedings{Reinhard:rend94-410,
   crossref =     {EGrend94-proc},
   author =       {Erik Reinhard and Lucas U. Tijssen and Frederik W. Jansen},
   title =	{Environnement Mapping for Efficient Sampling of the Diffuse Interreflection},
   pages =	{410--422},
   abstract =     {
}}


%-----------------------------------------------------------------------------------
%                               In proceeding 95


@InProceedings{Zwaan:rend95-1,
   crossref =     {EGrend95-proc},
   author =       {Maurice van der Zwaan and Erik Reinhard and Frederik W. Jansen},
   title =	{Pyramid Clipping for Efficient Ray Traversal},
   pages =	{1--10},
   abstract =     {
}}

@InProceedings{Lafortune:rend95-11,
   crossref =     {EGrend95-proc},
   author =       {Eric P. Lafortune and Yves D. Willems},
   title =	{A 5D Tree to Reduce the Variance of Monte Carlo Ray Tracing},
   pages =	{11--20},
   abstract =     {
}}

@InProceedings{Kurzion:rend95-21,
   crossref =     {EGrend95-proc},
   author =       {Yair Kurzion and Roni Yagel},
   title =	{Space Deformation using Ray Deflectors},
   pages =	{21--30},
   abstract =     {
}}

@InProceedings{Noma:rend95-31,
   crossref =     {EGrend95-proc},
   author =       {Tsukasa Noma},
   title =	{Bridging Between Surface Rendering and Volume Rendering for Multi-Resolution Display},
   pages =	{31--40},
   abstract =     {
}}

@InProceedings{Stam:rend95-41,
   crossref =     {EGrend95-proc},
   author =       {Jos Stam},
   title =	{Multiple Scattering as a Diffusion Process},
   pages =	{41--50},
   abstract =     {
}}

@InProceedings{Sakas:rend95-51,
   crossref =     {EGrend95-proc},
   author =       {Georgios Sakas and Marcus Grimm and Alexandros Savopoulos},
   title =	{Optimized Maximum Intensity Projection (MIP)},
   pages =	{51--63},
   abstract =     {
}}

@InProceedings{Machiraju:rend95-64,
   crossref =     {EGrend95-proc},
   author =       {Raghu Machiraju and Edward Swann and Roni Yagel},
   title =	{Spatial Domain Characterization and Control of Reconstruction Errors},
   pages =	{64--73},
   abstract =     {
}}

@InProceedings{Max:rend95-74,
   crossref =     {EGrend95-proc},
   author =       {Nelson Max and Keiichi Ohsaki},
   title =	{Rendering Tree from Precomputed Z-Buffer Views},
   pages =	{74--81},
   abstract =     {
}}

@InProceedings{Rushmeier:rend95-82,
   crossref =     {EGrend95-proc},
   author =       {Holly Rushmeier and George J. Ward and Christine Piatko and Phil Sanders and Bert Rust},
   title =	{Comparing Real and Synthetic Images: Some Ideas About Metrics},
   pages =	{82--91},
   abstract =     {
}}

@InProceedings{Nimeroff:rend95-92,
   crossref =     {EGrend95-proc},
   author =       {Jeffry Nimeroff and Julie Dorsay and Holly Rushmeier},
   title =	{A Framework for Global Illumination in Animated Environnements},
   pages =	{92--103},
   abstract =     {
}}

@InProceedings{Ward:rend95-104,
   crossref =     {EGrend95-proc},
   author =       {Gregory J. Ward},
   title =	{Making Global Illumination Friendly},
   pages =	{104--114},
   abstract =     {
}}

@InProceedings{Arvo:rend95-115,
   crossref =     {EGrend95-proc},
   author =       {James Arvo},
   title =	{The R{\^o}le of Functional Analysis in Global Illumination},
   pages =	{115--126},
   abstract =     {
}}

@InProceedings{Fournier:rend95-127,
   crossref =     {EGrend95-proc},
   author =       {Alain Fournier},
   title =	{From Local to Global Illumination and Back},
   pages =	{127--136},
   abstract =     {
}}

@InProceedings{Muller:rend95-137,
   crossref =     {EGrend95-proc},
   author =       {Stefan M{\"u}ller and Wolfram Kresse and Neil gatenby and frank Sch\"offel},
   title =	{A Radiosity Approach for the Simulation of Daylight},
   pages =	{137--146},
   abstract =     {
}}

@InProceedings{Deville:rend95-147,
   crossref =     {EGrend95-proc},
   author =       {Pascal M. Deville and Jean-Claude Paul},
   title =	{Modeling the Spatial Energy Distribution of Complex Light Sources for Lighting Engineering},
   pages =	{147--159},
   abstract =     {
}}

@InProceedings{Poulin:rend95-160,
   crossref =     {EGrend95-proc},
   author =       {Pierre Poulain and Alain Fournier},
   title =	{Painting Surface Characteristics},
   pages =	{160--169},
   abstract =     {
}}

@InProceedings{Pattanaik:rend95-170,
   crossref =     {EGrend95-proc},
   author =       {Sumanta N. Pattanaik and Kadi Bouatouch},
   title =	{Linear Radiosity with Estimation Error},
   pages =	{170--185},
   abstract =     {
}}

@InProceedings{Holzschuch:rend95-186,
   crossref =     {EGrend95-proc},
   author =       {Nicolas Holzschuch and Fran\c{c}ois Sillion},
   title =	{Accurate Computation of the Radiosity Gradient for Constant Linear Emitters},
   pages =	{186--195},
   abstract =     {
}}

@InProceedings{Sillion:rend95-196,
   crossref =     {EGrend95-proc},
   author =       {Fran\c{c}ois Sillion and George Drettakis and Cyril Soler},
   title =	{A Clustering Algorithm for Radiance Calculation in General Environnements},
   pages =	{196--205},
   abstract =     {
}}

@InProceedings{Neumann:rend95-206,
   crossref =     {EGrend95-proc},
   author =       {L{\'a}szl{\'o} Neumann and Werner Purgathofer and Robert F. Tobler and Attila Neumann and Pavol Elias and Martin Feda and Xavier Pueyo},
   title =	{The Stochastic Ray Method for Radiosity},
   pages =	{206--218},
   abstract =     {
}}

@InProceedings{Shirley:rend95-219,
   crossref =     {EGrend95-proc},
   author =       {Peter Shirley and Bretton Wade and Philip M. Hubbard and David Zareski and Bruce Walter and Donald P. Greenberg},
   title =	{Global Illumination Via Density Estimation},
   pages =	{219--230},
   abstract =     {
}}

@InProceedings{Sbert:rend95-231,
   crossref =     {EGrend95-proc},
   author =       {Mateu Sbert and Frederic Perez and Xavier Pueyo},
   title =	{Global Monte Carlo. A Progressive Solution},
   pages =	{231--239},
   abstract =     {
}}

@InProceedings{Slusallek:rend95-240,
   crossref =     {EGrend95-proc},
   author =       {Philipp Slusallek and Michael Schr{\"o}der and Marc Stamminger and Hans-Peter Seidel},
   title =	{Smart Links and Efficient Reconstruction for Wavelet Radiosity},
   pages =	{240--251},
   abstract =     {
}}

@InProceedings{Schroder:rend95-252,
   crossref =     {EGrend95-proc},
   author =       {Peter Schr{\"o}der and Wim Sweldens},
   title =	{Spherical Wavelets: Texture Processing},
   pages =	{252--263},
   abstract =     {
}}

@InProceedings{Gershbein:rend95-264,
   crossref =     {EGrend95-proc},
   author =       {Reid Gershbein},
   title =	{Integration Methods for Galerkin Radiosity Coupling},
   pages =	{264--273},
   abstract =     {
}}

@InProceedings{Collins:rend95-274,
   crossref =     {EGrend95-proc},
   author =       {Steven Collins},
   title =	{Reconstruction of Illumination from Area Luminaires},
   pages =	{274--283},
   abstract =     {
}}

@InProceedings{Zimmermann:rend95-284,
   crossref =     {EGrend95-proc},
   author =       {Kurt Zimmerman and Peter Shirley},
   title =	{A Two-Pass Solution to the Rendering Equation with a Source Visibility Process},
   pages =	{284--295},
   abstract =     {
}}

@InProceedings{Fournier:rend95-296,
   crossref =     {EGrend95-proc},
   author =       {Alain Fournier},
   title =	{Separating Reflexion Functions for Linear Radiosity},
   pages =	{296--305},
   abstract =     {
}}

@InProceedings{Dutre:rend95-306,
   crossref =     {EGrend95-proc},
   author =       {Philip Dutr{\'e} and Yves D. Willems},
   title =	{Potential-Driven Monte Carlo Particle Tracing for Diffuse Environnements with Adaptive Probability Functions},
   pages =	{306--315},
   abstract =     {
}}

@InProceedings{Bekaert:rend95-316,
   crossref =     {EGrend95-proc},
   author =       {Philippe Bekaert and Yves D. Willems},
   title =	{Importance Driven Progressive Refinement Radiosity},
   pages =	{316--325},
   abstract =     {
}}

@InProceedings{Jensen:rend95-326,
   crossref =     {EGrend95-proc},
   author =       {Henrik Wann Jensen},
   title =	{Importance-Driven Path Tracing using the Photon Map},
   pages =	{326--335},
   abstract =     {
}}

@InProceedings{Neumann:rend95-336,
   crossref =     {EGrend95-proc},
   author =       {L{\'a}szl{\'o} Neumann and Robert F. Tobler and Pavol Elias},
   title =	{The Constant Radiosity Step},
   pages =	{336--344},
   abstract =     {
}}

@InProceedings{Baranoski:rend95-345,
   crossref =     {EGrend95-proc},
   author =       {Gladimir V. Guimaraes Baranoski and Randall Bramley and Peter Shirley},
   title =	{Fast Radiosity Solutions for Environnements with High Average Reflectance},
   pages =	{345--356},
   abstract =     {
}}


%-----------------------------------------------------------------------------------
%                               In proceeding 96


@InProceedings{Chiu:rend96-1,
   crossref =     {EGrend96-proc},
   author =       {Ken Chiu and Kurt Zimmermann and Peter Shirley},
   title =	{The Light Volume: An Aid to Rendering Complex Environnements},
   pages =	{1--10},
   abstract =     {
}}

@InProceedings{Lewis:rend96-11,
   crossref =     {EGrend96-proc},
   author =       {Robert R. Lewis and Alain Fournier},
   title =	{Light-Driven Global Illumination with a Wavelet Representation of Light Transport},
   pages =	{11--20},
   abstract =     {
}}

@InProceedings{Jensen:rend96-21,
   crossref =     {EGrend96-proc},
   author =       {Henrik Wann Jensen},
   title =	{Global Illumination using Photon Maps},
   pages =	{21--30},
   abstract =     {
}}

@InProceedings{Pharr:rend96-31,
   crossref =     {EGrend96-proc},
   author =       {Matt Pharr and Pat Hanrahan},
   title =	{Geometry Caching for Ray Tracing Displacement Maps},
   pages =	{31--40},
   abstract =     {
}}

@InProceedings{Reinhard:rend96-41,
   crossref =     {EGrend96-proc},
   author =       {Erik Reinhard and Arjan J.F. Kok and Frederik W. Jansen},
   title =	{Cost Prediction in Ray Tracing},
   pages =	{41--50},
   abstract =     {
}}

@InProceedings{Slusallek:rend96-51,
   crossref =     {EGrend96-proc},
   author =       {Philipp Slusallek and Hans-Peter Seidel},
   title =	{Toward an Open Rendering Kernel for Image Synthesis},
   pages =	{51--60},
   abstract =     {
}}

@InProceedings{Pulli:rend96-61,
   crossref =     {EGrend96-proc},
   author =       {Kari Pulli and Mark Segal},
   title =	{Fast Rendering of Subdivision Surfaces},
   pages =	{61--70},
   abstract =     {
}}

@InProceedings{Hardt:rend96-71,
   crossref =     {EGrend96-proc},
   author =       {Stephen Hardt and Seth teller},
   title =	{High-Fidelity Radiosity Rendering At Interactive Rates},
   pages =	{71--80},
   abstract =     {
}}

@InProceedings{Veach:rend96-81,
   crossref =     {EGrend96-proc},
   author =       {Eric Veach},
   title =	{Non-Symmetric Scattering in Light Transport Algorithms},
   pages =	{81--90},
   abstract =     {
}}

@InProceedings{Lafortune:rend96-91,
   crossref =     {EGrend96-proc},
   author =       {Eric P. Lafortune and Yves D. Willems},
   title =	{Rendering Participating Media with Bidirectional Path Tracing},
   pages =	{91--100},
   abstract =     {
}}

@InProceedings{Keller:rend96-101,
   crossref =     {EGrend96-proc},
   author =       {Alexander Keller},
   title =	{Quasi Monte Carlo Radiosity},
   pages =	{101--110},
   abstract =     {
}}

@InProceedings{Neumann:rend96-111,
   crossref =     {EGrend96-proc},
   author =       {Attila Neumann and L{\'a}szl{\'o} Neumann and philippe Bekaert and Yves Willem and Werner Purgathofer},
   title =	{Importance Driven Stochastic Ray Tracing},
   pages =	{111--122},
   abstract =     {
}}

@InProceedings{Bohn:rend96-123,
   crossref =     {EGrend96-proc},
   author =       {Christian-A. Bohn},
   title =	{Efficiently Representing the Radiosity Kernel Trough Learning},
   pages =	{123--132},
   abstract =     {
}}

@InProceedings{Soler:rend96-133,
   crossref =     {EGrend96-proc},
   author =       {Cyril Soler and Fran\c{c}ois Sillion},
   title =	{Accurate Error Bounds for Multi-Resolution Visibility},
   pages =	{133--142},
   abstract =     {
}}

@InProceedings{Arques:rend96-143,
   crossref =     {EGrend96-proc},
   author =       {Didier Arques and Sylvain Michelin},
   title =	{Proximity Radiosity: Exploiting Coherence to Accelerate Form Factor Computation},
   pages =	{143--152},
   abstract =     {
}}

@InProceedings{Bekaert:rend96-153,
   crossref =     {EGrend96-proc},
   author =       {Philippe Bekaert and Yves Willems},
   title =	{Error Control for Radiosity},
   pages =	{153--164},
   abstract =     {
}}

@InProceedings{Max:rend96-165,
   crossref =     {EGrend96-proc},
   author =       {Nelson Max},
   title =	{Hierarchical Rendering of Trees from Precomputed Multi-Layer Zbuffers},
   pages =	{165--174},
   abstract =     {
}}

@InProceedings{Nimeroff:rend96-175,
   crossref =     {EGrend96-proc},
   author =       {Jeffry Nimeroff},
   title =	{A Temporal Image-Based Approach to Motion Reconstruction for Globally Illuminated Animated Environnements},
   pages =	{175--184},
   abstract =     {
}}

@InProceedings{Besuievsky:rend96-185,
   crossref =     {EGrend96-proc},
   author =       {Gonzalo Besuievsky and Maten Sbert},
   title =	{The Multi-Frame Lighting Method: A Monte Carlo Based Solution for Radiosity in Dynamic Environnements},
   pages =	{185--194},
   abstract =     {
}}

@InProceedings{Borac:rend96-195,
   crossref =     {EGrend96-proc},
   author =       {Silviu Borac and Eugene Fiume},
   title =	{Wavelet Based Texture Resampling},
   pages =	{195--204},
   abstract =     {
}}

@InProceedings{Groller:rend96-205,
   crossref =     {EGrend96-proc},
   author =       {Eduard Gr{\"o}ller and Ren T. Rau and Wolfgang Strasser},
   title =	{Modeling Textiles as Three Dimensional Textures},
   pages =	{205--214},
   abstract =     {
}}

@InProceedings{Neyret:rend96-215,
   crossref =     {EGrend96-proc},
   author =       {Fabrice Neyret},
   title =	{Synthesizing Verdant Landscapes using Volumetric Textures},
   pages =	{215--224},
   abstract =     {
}}

@InProceedings{Stam:rend96-225,
   crossref =     {EGrend96-proc},
   author =       {Jos Stam and Eric Languenou},
   title =	{Ray Tracing in Non-Constant Media},
   pages =	{225--234},
   abstract =     {
}}

@InProceedings{Kumar:rend96-235,
   crossref =     {EGrend96-proc},
   author =       {Sudodh Kumar and Dinesh Manocha and William Garrett and Ming lin},
   title =	{Hierarchical Back-Face Computation},
   pages =	{235--244},
   abstract =     {
}}

@InProceedings{Durand:rend96-245,
   crossref =     {EGrend96-proc},
   author =       {Fr{\'e}do Durand and George Drettakis and Claude Puech},
   title =	{The 3D Visibility Complex: A New Approach to the Problems of Accurate Visibility},
   pages =	{245--256},
   abstract =     {
}}

@InProceedings{Teller:rend96-257,
   crossref =     {EGrend96-proc},
   author =       {Seth Teller and Kavita Bala and Julie Dorsey},
   title =	{Conservative Radiance Interpolants for Ray Tracing},
   pages =	{257--268},
   abstract =     {
}}

@InProceedings{Drettakis:rend96-269,
   crossref =     {EGrend96-proc},
   author =       {George Drettakis and Fran\c{c}ois Sillion},
   title =	{Accurate Visibility and Meshing Calculation for Hierarchical Radiosity},
   pages =	{269--278},
   abstract =     {
}}


%-----------------------------------------------------------------------------------
%                               In proceeding 97


@InProceedings{Gu:rend97-1,
   crossref =     {EGrend97-proc},
   author =       {Xianfeng Gu and Steven J. Gortler and Michael F. Cohen},
   title =	{Polyhedral Geometry and the Two-Plane Parameterization},
   pages =	{1--12},
   abstract =     {Recently the light-field and lumigraph systems have been proposed as general
		   methods of representing the visual information present in a scene. These methods
		   represent this information as a {4D} function of light over the domain of
		   directed lines. These systems use the intersection points of the lines on two
		   planes to parameterize the lines in space. This paper explores the structure of
		   the two-plane parameterization in detail. In particular we analyze the
		   association between the geometry of the scene and subsets of the {4D} data. The
		   answers to these questions are essential to understanding the relationship
		   between a lumigraph, and the geometry that it attempts to represent. This
		   knowledge is potentially important for a variety of applications such as
		   extracting shape from lumigraph data, and lumigraph compression.}}

@InProceedings{Wong:rend97-13,
   crossref =     {EGrend97-proc},
   author =       {Tien-Tsin Wong and Pheng-Ann Heng and Siu-Hang Or and Wai-Yin Ng},
   title =	{Image-Based Rendering with Controllable Illumination},
   pages =	{13--22},
   abstract =     {A new image-based rendering method, based on the light field and Lumigraph
		   system, allows illumination to be changed interactively. It does not try to
		   recover or use any geometrical information (e.g. , depth or surface normals) to
		   calculate the illumination, but the resulting images are physically correct. The
		   scene is first sampled from different viewpoints and under different
		   illuminations. Treating each pixel on the back plane of the light slab as a
		   {\em surface element}, the sampled images are used to find an {\em apparent}
		   {BRDF} of each {\em surface element}. The tabular {BRDF} data of each pixel is
		   further transformed to the spherical harmonic domain for efficient storage.
		   Whenever the user changes the illumination setting, a certain number of views are
		   reconstructed. The correct user perspective view is then displayed using the
		   texture mapping technique of the Lumigraph system. Hence, the intensity, the type
		   and the number of the light sources can be manipulated interactively.}}

@InProceedings{Pulli:rend97-23,
   crossref =     {EGrend97-proc},
   author =       "Kari Pulli and Michael Cohen and Tom Duchamp and Hugues Hoppe and Linda Shapiro
		   and Werner Stuetzle",
   title =	"View-Based Rendering: Visualizing Real Objects from Scanned Range And
		   Color Data",
   pages =	{23--34},
   abstract =     {Modeling arbitrary real objects is difficult and rendering textured models
		   typically does not result in realistic images. We describe a new method for
		   displaying scanned real objects, called {\em view-based rendering}. The method
		   takes as input a collection ofcolored range images covering the object and
		   creates a collection of partial object models. These partial models are rendered
		   separately using traditional graphics hardware and blended together using various
		   weights and soft z-buffering. We demonstrate interactive viewing of real,
		   non-trivial objects that would be difficult to model using traditional methods.}}

@InProceedings{Rushmeier:rend97-35,
   crossref =     {EGrend97-proc},
   author =       {Holly Rushmeier and Gabriel Taubin and Andr{\'e} Gu{\'e}ziec},
   title =	{Applying Shape from Lighting Variation to Bump Map Capture},
   pages =	{35--44},
   abstract =     {We describe a system for capturing bump maps from a series of images of an object
		   from the same view point, but with varying, known, illumination. Using the
		   illumination information we can reconstruct the surface normals for a variety of,
		   but not all, surface finishes and geometries. The system allows an existing
		   object to be rerendered with new lighting and surface finish without explicitly
		   reconstructing the object geometry.}}

@InProceedings{Drettakis:rend97-45,
   crossref =     {EGrend97-proc},
   author =       {George Drettakis and Luc Robert and Sylvain Bougnoux},
   title =	{Interactive Common Illumination for Computer Augmented Reality},
   pages =	{45--56},
   abstract =     {The advent of computer augmented reality ({CAR}), in which computer generated
		   objects mix with real video images, has resulted in many interesting new
		   application domains. Providing {\em common illumination} between the real and
		   synthetic objects can be very beneficial, since the additional visual cues
		   (shadows, interreflections etc.) are critical to seamless real-synthetic world
		   integration. Building on recent advances in computer graphics and computer
		   vision, we present a new framework to resolving this problem. We address three
		   specific aspects of the common illumination problem for {CAR}: (a) simplification
		   of camera calibration and modeling of the real scene; (b) efficient update of
		   illumination for moving {CG} objects and (c) efficient rendering of the merged
		   world. A first working system is presented for a limited sub-problem: a static
		   real scene and camera with moving {CG} objects. Novel advances in computer vision
		   are used for camera calibration and user-friendly modeling of the real scene, a
		   recent interactive radiosity update algorithm is adapted to provide fast
		   illumination update and finally textured polygons are used for display. This
		   approach allows interactive update rates on mid-range graphics workstations. Our
		   new framework will hopefully lead to {CAR} systems with interactive common
		   illumination without restrictions on the movement of real or synthetic objects,
		   lights and cameras.}}

@InProceedings{Bolin:rend97-57,
   crossref =     {EGrend97-proc},
   author =       {Mark R. Bolin and Gary W. Meyer},
   title =	{An Error Metric For {Monte Carlo} Ray Tracing},
   pages =	{57--68},
   abstract =     {A method is presented for characterizing the error in Monte Carlo realistic image
		   synthesis calculations. An error metric has been developed that can be used to
		   control the variance in the final picture by choosing both the number of rays to
		   be cast into the image plane and the number of rays to be spawned at each bounce
		   in the environment. The method provides specific guidance in how to apply Russian
		   Roulette and splitting at each level of the ray tree. An initial implementation
		   of the method has been done to test the theory and to illustrate its mechanics.}}

@InProceedings{Hedley:rend97-69,
   crossref =     {EGrend97-proc},
   author =       {David Hedley and Adam Worrall and Derek Paddon},
   title =	{Selective Culling of Discontinuity Lines},
   pages =	{69--80},
   abstract =     {In recent years discontinuity meshing has become an important part of mesh-based
		   solutions to the global illumination problem. Application of this technique
		   accurately locates all radiance function discontinuities in the scene and is
		   essential for limiting visual artifacts. In an environment containing {$m$} edges
		   there are {$O(m^{2})$} {$D^{1}$} and {$D^{2}$} discontinuities. With a typical
		   scene this can result in many thousands of discontinuity lines being processed.
		   We review existing methods for reducing these lines and introduce an improved,
		   perception based metric for determining which discontinuities are important and
		   which can be safely ignored. Our results show that a 50% or more reduction in the
		   number of discontinuity lines can be achieved with a corresponding reduction in
		   general mesh complexity, with little or no perceptible change to the rendered
		   result.}}

@InProceedings{Collins:rend97-81,
   crossref =     {EGrend97-proc},
   author =       {Steven Collins},
   title =	{Reconstructing the Visual Field of Compound Eyes},
   pages =	{81--92},
   abstract =     {Realistic image synthesis research involves the simulation of visible light
		   propagation within an environment with a view to computing an image that evokes a
		   similar visual response to that perceived by an observer of that environment.
		   This has involved the use of both sophisticated camera response and human visual
		   system response models. In this paper we investigate the application of
		   invertebrate vision models, in particular the vision from compound eyes. We use
		   {\em Apis meliferra} (or honey bee) as a case study, constructing a geometric
		   model of the retinal structure of the eye and applying psychophysical data
		   obtained from physiological, morphological and behavioural studies regarding
		   spectral sensitivity and spatial acuity in order to reconstruct an image
		   approximating that perceived by a bee. The algorithm is general and can be
		   adapted to other invertebrate families.

		   Keywords: realistic image synthesis, vision, perception, compound eye.}}

@InProceedings{Sturzlinger:rend97-93,
   crossref =     {EGrend97-proc},
   author =       {Wolfgang St{\"u}rzlinger and Rui Bastos},
   title =	{Interactive Rendering of Globally Illuminated Glossy Scenes},
   pages =	{93--102},
   abstract =     {Global illumination simulates all transfers of light in a scene. The results of
		   the simulation are then used to generate photo-realistic images. Scenes with
		   diffuse surfaces only can be displayed in real-time using the results of
		   radiosity methods. Images of scenes with more general surfaces are created with
		   methods based on ray tracing but do not achieve interactive frame rates. This
		   paper presents a new algorithm for the display of globally illuminated scenes at
		   interactive speeds. A photon tracing phase computes an approximation to the
		   global illumination. The rendering phase splats the contribution of each photon
		   hit onto the corresponding surface taking reflectance properties and viewing
		   direction into account. Results demonstrate that this method allows to render
		   images of globally illuminated scenes with glossy surfaces at interactive frame
		   rates.}}

@InProceedings{Chrysanthou:rend97-103,
   crossref =     {EGrend97-proc},
   author =       {Y. Chrysanthou and M. Slater},
   title =	{Incremental Updates to Scenes Illuminated by Area Light Sources},
   pages =	{103--114},
   abstract =     {An object space algorithm for computing shadows in dynamic scenes illuminated by
		   area light, sources is presented. A mesh with the shadow boundaries as well as
		   other discontinuities in the illumination function, is built in a pre-processing
		   stage and updated on-line after any interaction resulting in a change in the
		   scene geometry. The mesh on each polygon is a {2D BSP} tree stored in a winged
		   edge data structure. To accelerate the mesh construction a number of new ideas
		   are employed: sorting of the polygons in respect to the area source, the shadow
		   overlap cube, {BSP} tree merging of the shadows. In addition a method for
		   dynamically changing the {BSP} representation of tlie mesh and quickly
		   identifying the vertices requiring intensity computations was developed.
		   Preliminary experimental results indicate the strength and the potential of this
		   method.}}

@InProceedings{Pighin:rend97-115,
   crossref =     {EGrend97-proc},
   author =       {Fr{\'e}d{\'e}ric P. Pighin and Dani Lischinski and David Salesin},
   title =	"Progressive Previewing of Ray-Traced Images Using Image-Plane
		   Discontinuity Meshing",
   pages =	{155--125},
   abstract =     {This paper presents a new method for progressively previewing a ray-traced image
		   while it is being computed. Our method constructs and incrementally updates a
		   constrained Delaunay triangulation of the image plane. The points in the
		   triangulation correspond to all of the image samples that have been computed by
		   the ray tracer, and the constraint edges correspond to various important
		   discontinuity edges in the image. The triangulation is displayed using hardware
		   Gouraud shading, yielding a piecewise-linear approximation to the final image.
		   Texture mapped surfaces, as well as other regions in the image that are not well
		   approximated by linear interpolation, are handled with the aid of hardware
		   texture mapping.}}

@InProceedings{Rougeron:rend97-127,
   crossref =     {EGrend97-proc},
   author =       {Gilles Rougeron and Bernard P{\'e}roche},
   title =	{An Adaptive Representation of Spectral Data for Reflectance Computations},
   pages =	{127--138},
   abstract =     {This paper deals with the representation of spectral data so as to control the
		   colorimetric error committed during rendering computations. These data are
		   projected on a set of hierarchical basis functions called scaling functions
		   leading to a representation by means of binary trees. An adaptive algorithm is
		   proposed in which refinement and merge steps managed by an estimation of the
		   error made in the {XYZ} color space allows to control the representation of
		   spectra

		   Keywords: Spectral data, color representation, tristimulus values.}}

@InProceedings{Wong:rend97-139,
   crossref =     {EGrend97-proc},
   author =       {Tien-Tsin Wong and Wai-Yin Ng and Pheng-Ann Heng},
   title =	"A Geometry Dependent Texture Generation Framework
		   for Simulating Surface Imperfections",
   pages =	{139--150},
   abstract =     {To model surface imperfections and weathering, we propose a two-step texture
		   generation framework in between manual texture synthesis and automatic physical
		   simulation. Although the pattern of blemishes looks random, the systematic and
		   geometry dependent nature of the underlying distribution is still observable. A
		   distribution of {\em tendency} (potential to contain blemishes) is modeled in the
		   first step, which includes user control and geometric information. The second
		   generates and distributes an irregular blemish pattem according to the modeled
		   tendency distribution. As examples we model three common surface imperfections;
		   dust accumulation, patina and peeling.}}

@InProceedings{Schaufler:rend97-151,
   crossref =     {EGrend97-proc},
   author =       {Gernot Schaufler},
   title =	{Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes},
   pages =	{151--162},
   abstract =     {This paper proposes a simple augmentation to texture mapping hardware which
		   produces the correct depth buffer content and hence correct visibility when
		   replacing complex objects by partially transparent textured polygons. Rendering
		   such polygons exploits frame-to-frame coherence in image sequences of dynamic
		   scenes.

		   Correct depth values are obtained by keeping a small depth delta for every texel
		   which represents the texel's deviation from the textured polygon. The polygon's
		   depth values are modified at every pixel to match the depicted object's
		   geometry.}}

@InProceedings{Lalonde:rend97-163,
   crossref =     {EGrend97-proc},
   author =       {Paul Lalonde and Alain Fournier},
   title =	{Filtered Local Shading in the Wavelet Domain},
   pages =	{163--174},
   abstract =     {Many global illumination algorithms generate directionally- and
		   positionally-varying radiance data that then need to be somehow re-sampled and
		   used for final shading. This operation should filter all light over the incident
		   hemisphere through the {BRDF} to generate an accurate image. This can be done
		   analytically for simple {BRDFs}, such as Lambertian or Phong-like {BRDFs}, but
		   becomes more difficult in the presence of a general {BRDF}.

		   This paper presents an efficient method to calculate the reflected light in a
		   given direction by filtering over all incident light directions. The method
		   exploits wavelet representations of incident light and of the {BRDF} to compute
		   the total relfected light in a given direction. For effciency the incident light
		   is restricted to a Haar transformed representation, while the {BRDF} can be
		   represented and compressed with any appropriate basis. The method can be used
		   with any system that can generate projections of incident light fields onto Haar
		   wavelet bases.}}

@InProceedings{Willmott:rend97-175,
   crossref =     {EGrend97-proc},
   author =       {Andrew J. Willmott and Paul S. Heckbert},
   title =	{An Empirical Comparison of Progressive and Wavelet Radiosity},
   pages =	{175--186},
   abstract =     {This paper presents a comparison of basic progressive and wavelet radiosity
		   algorithms. Several variants of each algorithm were run on a set of scenes at
		   several parameter settings, and results were examined in terms of their error,
		   speed, and memory consumption. We did not compare more advanced variations such
		   as clustering or discontinuity meshing. Our results show that progressive
		   radiosity with substructuring works fairly well for all scenes. Among wavelet
		   methods, the Haar basis works best, while higher order methods suffer because of
		   extreme memory consumption and because poor visibility handling causes
		   discontinuous, blocky shadows.}}

@InProceedings{Schafer:rend97-187,
   crossref =     {EGrend97-proc},
   author =       {Stephan Sch{\"a}fer},
   title =	{Hierarchical Radiosity On Curved Surfaces},
   pages =	{187--192},
   abstract =     {Incorporating curved objects into a hierarchical radiosity system typically bears
		   a great disadvantage: the initial tessellation already needs a large number of
		   small polygons because further mesh enhancement is impossible. We will show that
		   improvements in rendering speed and quality can be made by extending the planar
		   meshing of the refinement step to an object-specific subdivision scheme. While
		   keeping the number of input polygons extremely low an arbitrary accuracy of the
		   solution can be obtained.}}

@InProceedings{Tobler:rend97-193,
   crossref =     {EGrend97-proc},
   author =       {Robert F. Tobler and Alexander Wilkie and Martin Feda and Werner Purgathofer},
   title =	{A Hierarchical Subdivision Algorithm for Stochastic Radiosity Methods},
   pages =	{193--203},
   abstract =     {The algorithm proposed in this paper uses a stochastic approach to incrementally
		   calculate the illumination function over a surface. By tracking the illumination
		   function at different levels of meshing resolution, it is possible to get a
		   measure for the quality of the current representation, and to adaptively
		   subdivide in places with inadequate accuracy. With this technique a hierarchical
		   mesh that is based on the stochastic evaluation of global illumination is
		   generated.

		   Keywords: radiosity, stochastic, Monte Carlo, hierarchical, Galerkin}}

@InProceedings{Dutre:rend97-205,
   crossref =     {EGrend97-proc},
   author =       {Ph. Dutr{\'e} and Ph. Bekaert and F. Suykens and Y.D.Willems},
   title =	{Bidirectional Radiosity},
   pages =	{205--216},
   abstract =     {In this paper we present a new algorithm for solving the global illumination
		   problem, based on the mathematical framework resulting from the dual set of
		   equations that describe light transport in a three-dimensional environment. The
		   proposed method is a finite element algorithm and propagates radiance as well as
		   potential, thereby focusing on the rapid and efficient computation of the flux
		   emitted by selected patches. We will show that the method takes into account all
		   possible light paths, and that a faster solution can be obtained compared to
		   other radiosity algorithms.}}

@InProceedings{Stewart:rend97-217,
   crossref =     {EGrend97-proc},
   author =       {A. James Stewart},
   title =	{Hierarchical Visibility in Terrains},
   pages =	{217--228},
   abstract =     {This paper describes a hierarchical visibility technique that significantly
		   accelerates terrain rendering. With this technique, large parts of the terrain
		   that are hidden from the viewpoint are culled, thus avoiding the expense of
		   uselessly sending them down the graphics pipeline (only to find in the z-buffer
		   step that they are hidden). The hierarchical visibility technique has been
		   implemented in a multiresolution terrain rendering algorithm and experimental
		   results show very large speedups in some situations.}}

@InProceedings{Daubert:rend97-229,
   crossref =     {EGrend97-proc},
   author =       "Katja Daubert and Hartmut Schirmacher and Fran{\c{c}}ois X. Sillion
		   and George Drettakis",
   title =	{Hierarchical Lighting Simulation for Outdoor Scenes},
   pages =	{229--238},
   abstract =     {Lighting algorithms for outdoor scenes suffer from the sheer geometric and
		   lighting complexity of such environments. In this paper we introduce an
		   efficient, {\em hierarchical} solution to the problem of outdoor illumination.
		   Data structures and sampling algorithms are presented, permitting the integration
		   of complex and natural objects in a hierarchical radiosity simulation system.
		   This new approach allows the hierarchical simulation of radiant energy exchanges
		   in outdoor scenes for the first time, including terrain and botanical models as
		   well as sunlight and skylight. This is accomplished by providing the necessary
		   tools to treat terrain meshes as a hierarchy of light-exchanging objects, as well
		   as an efficient hierarchical representation for the sky dome. In addition,
		   refinement criteria are adapted to the particular characteristics of natural
		   lighting. Results of our implementation are presented including naturally-lit
		   images of terrain-maps, trees and buildings.}}

@InProceedings{Max:rend97-239,
   crossref =     {EGrend97-proc},
   author =       {Nelson Max and Curtis Mobley and Brett Keating and En-Hua Wu},
   title =	{Plane-Parallel Radiance Transport for Global Illumination in Vegetation},
   pages =	{239--250},
   abstract =     {This paper applies plane-parallel radiance transport techniques to scattering
		   from vegetation. The leaves, stems, and branches are represented as a volume
		   density of scattering surfaces, depending only on height and the vertical
		   component of the surface normal. Ordinary differential equations are written for
		   the multiply scattered radiance as a function of the height above the ground,
		   with the sky radiance and ground reflectance as boundary conditions. They are
		   solved using a two-pass integration scheme to unify the two-point boundary
		   conditions, and Fourier series for the dependence on the azimuthal angle. The
		   resulting radiance distribution is used to precompute diffuse and specular
		   {{ambient}} shading tables, as a function of height and surface normal, to be
		   used in rendering, together with a z-buffer shadow algorithm for direct solar
		   illumination.}}

@InProceedings{Myszkowski:rend97-251,
   crossref =     {EGrend97-proc},
   author =       {Karol Myszkowski},
   title =	{Lighting Reconstruction Using Fast and Adaptive Density Estimation Techniques},
   pages =	{251--262},
   abstract =     {Monte Carlo ({MC}) photon shooting approach is becoming an important global
		   illumination technique in research and commercial applications. In this work, we
		   focus on the problem of lighting reconstruction for planar surfaces. Our
		   contribution is in the development of new, efficient photon density estimation
		   techniques. We formulate local error measures of lighting reconstruction which
		   under some reasonable constraints (discussed below) imposed on the lighting
		   function that behave like the actual error. The minimization of our error
		   estimates is very fast for planar surfaces and usually leads to a better quality
		   lighting result than traditional methods. Also, the local error estimation offers
		   more information than global error measures usually provided by {MC} solvers,
		   which are not good predictors of image quality. We compare the actual error
		   resulting from various techniques, and evaluate the visual appearance of the
		   reconstructed lighting.}}

@InProceedings{Bustillo:rend97-263,
   crossref =     {EGrend97-proc},
   author =       {Eduardo Bustillo},
   title =	{A Neuro-Evolutionary Unbiased Global Illumination Algorithm},
   pages =	{263--274},
   abstract =     {In this paper we present a two pass unbiased global illumination rendering
		   algorithm. First pass calculations are done shooting rays from light sources and
		   storing directional information in a growing adaptive neural gas structure. The
		   second pass is a ray tracing process which uses this information to create an
		   evolving population of rays that tend to optimally sample their surroundings.
		   Finally, weighted Monte Carlo integration is used with a dynamic Voronoi diagram
		   to reduce uncertainty in the solution.}}

@InProceedings{Urena:rend97-275,
   crossref =     {EGrend97-proc},
   author =       {C. Ure{\~n}a and J.C. Torres},
   title =	{Improved Irradiance Computation by Importance Sampling},
   pages =	{275--284},
   abstract =     {In this paper we consider the task of refining a low-resolution radiosity
		   solution by using final gather. This final gather can be done by using
		   Monte-Carlo methods. We show how to built an adequate probability density
		   function (pdf) such that the involved variance is greatly reduced and thus we can
		   reduce the number of samples to take, keeping the error. The proposed pdf uses
		   information gathered during the computation of low-resolution radiosity. This
		   data includes an approximation to the distribution of irradiance landing on a
		   patch and coming from other patches. Once this distribution is (approximately)
		   known, we can use it to built an importance-based pdf for final gather, such that
		   just a few tens of samples can be taken to accurately compute irradiance.}}

@InProceedings{Tamstorf:rend97-285,
   crossref =     {EGrend97-proc},
   author =       {Rasmus Tamstorf and Henrik Wann Jensen},
   title =	{Adaptive Sampling and Bias Estimation in Path Tracing},
   pages =	{285--296},
   abstract =     {One of the major problems in Monte Carlo based methods for global illumination is
		   noise. This paper investigates adaptive sampling as a method to alleviate the
		   problem. We introduce a new refinement criterion, which takes human perception
		   and limitations of display devices into account by incorporating the
		   tone-operator. Our results indicate that this can lead to a significant reduction
		   in the overall {RMS}-error, and even more important that noisy spots are
		   eliminated. This leads to a very homogeneous image quality.

		   As most adaptive sampling techniques our method is biased. In order to
		   investigate the importance of this problem, a nonparametric bootstrap method is
		   presented to estimate the actual bias. This provides a technique for
		   {\em bias correction} and it shows that the bias is most significant in areas
		   with indirect illumination.}}

@InProceedings{Blasi:rend97-297,
   crossref =     {EGrend97-proc},
   author =       {Philippe Blasi and Bertrand Le Sa{\"e}c and G{\'e}rard Vignoles},
   title =	{Application of Rendering Techniques To {Monte Carlo} Physical Simulation of Gas
		   Diffusion},
   pages =	{297--308},
   abstract =     {Gas diffusion in a microporous media is strongly analogous to light transport in
		   a scene. Interaction oflight with surfaces has a counterpart in Knudsen diffusion
		   and light dispersion in participating media is very similar to gaseous bulk
		   diffusion. On behalf of this fact, a Monte-Carlo simulation method has been
		   designed to compute gas diffusivities and related properties in {3D} images of
		   porous media, making use of techniques originated in the domain of image
		   rendering, such as tesselation, spatial partitioning, distance images, optimized
		   intersection tests as well as in the domain of physical simulations, such as
		   microscopic/macroscopic random walk algorithms. Putting all these methods
		   together results in a very efficient algorithm allowing to determine accurately
		   transport properties in real porous media from imaging techniques such as X-ray
		   tomography.

		   Keywords: Gas diffusion, Monte-Carlo simulation, image rendering, tesselation,
			     distance image, spatial partitioning.}}

@InProceedings{Perez:rend97-309,
   crossref =     {EGrend97-proc},
   author =       {Frederic P{\'e}rez and Xavier Pueyo and Fran{\c{c}}ois X. Sillion},
   title =	{Global Illumination Techniques for the Simulation of Participating Media},
   pages =	{309--320},
   abstract =     {This paper sucveys global illumination algorithms foc environments including
		   participating media and accounting for multiple scattering. The objective of this
		   survey is the charactecization of those methods: Identification of their base
		   techniques, their assumptions, limitations and range of utilization. To this end,
		   the algorithms are grouped into functional categories and each method is briefly
		   reviewed, with a discussion of its complexity and its pros and cons. We finish by
		   discussing some applications as well as remaining areas for investigation.}}

@InProceedings{Christensen:rend97-321,
   crossref =     {EGrend97-proc},
   author =       {Per H. Christensen},
   title =	{Global Illumination for Professional {3D} Animation, Visualization,
		   and Special Effects},
   pages =	{321--326},
   abstract =     {The simulation of global illumination has expanded from pure research to
		   industrial software development. This has created new challenges to meet the
		   requirements of professional {3D} rendering software users in digital media
		   authoring and visualization. This paper describes these requirements and
		   discusses the approach the company mental images has taken towards fulfilling
		   them.}}



%-----------------------------------------------------------------------------------
%                               In proceeding 98


@InProceedings{Nishita:rend98-1,
   crossref =     {EGrend98-proc},
   author =       {Nishita, Tomoyuki},
   title =	{Light Scattering Models for the Realistic Rendering
		   of Natural Scenes},
   pages =	{1--10},
   abstract =     {Image synthesis of realistic 3-dimensional models is one of the most widely
		   researched fields these days. Display of natural scenes such as mountains,
		   trees, the earth, and the sea, have been attempted.  This paper discusses
		   shading models for volumetric objects in natural scenes.

		   A precise shading model is required to display realistic images. This paper
		   describes rendering methods for physically-based images taking into account
		   light scattering due to particles in the atmosphere and water, which include
		   sky color, sky light, clouds, fog effects, smoke, snow, the earth viewed from
		   space, water color, and optical effects within water such as caustics and
		   shafts of light. For these effects, a single scattering and multiple scattering
		   models are discussed.

		   Keywords: Light Scattering, Shading model, Natural scenes,
			     Atmospheric scattering, multiple scattering, Photo-realism}}

@InProceedings{Rusinkiewicz:rend98-11,
   crossref =     {EGrend98-proc},
   author =       {Rusinkiewicz, Szymon M.},
   title =	{New Change of Variables for Efficient {BRDF} Representation},
   pages =	{11--22},
   abstract =     {We describe an idea for making decomposition of Bidirectional Reflectance
		   Distribution Functions into basis functions more efficient, by performing a
		   change-of-variables transformation on the {BRDFs.} In particular, we propose a
		   reparameterization of the {BRDF} as a function of the halfangle (i.e. the angle
		   halfway between the directions of incidence and reflection) and a difference
		   angle instead of the usual parameterization in terms of angles of incidence and
		   reflection. Because features in common {BRDFs,} including specular and
		   retroreflective peaks, are aligned with the transformed coordinate axes, the
		   change of basis reduces storage requirements for a large class of BRDFs. We
		   present results derived from analytic {BRDFs} and measured data.}}

@InProceedings{Gargan:rend98-23,
   crossref =     {EGrend98-proc},
   author =       {Gargan, David and Francis Neelamkavil},
   title =	{Approximating Reflectance Functions using Neural Networks},
   pages =	{23--34},
   abstract =     {We present a new representation for the storage and reconstruction of arbitrary
		   reflectance functions. This non-linear representation, based on a neural
		   network model, accurately captures the spectral and spatial variation of these
		   functions. It is both computationally efficient and concise, yet expressive.
		   We reconstruct the subtle reflection characteristics of an analytic reflection
		   model as well as measured and simulated reflection data}}

@InProceedings{Tobler:rend98-35,
   crossref =     {EGrend98-proc},
   author =       {Tobler, Robert F. and L{\'a}szl{\'o} Neumann and
		   Mateu Sbert and Werner Purgathofer},
   title =	{A New Form Factor Analogy and Its Application to Stochastic
		   Global Illumination Algorithms},
   pages =	{35--44},
   abstract =     {A new form factor analogy, that has been derived from results of integral
		   geometry, is introduced. The new analogy is shown to be useful for stochastic
		   evaluation of the local form of the rendering equation used in various Monte
		   Carlo methods for calculating global illumination. It makes it possible to
		   improve importance sampling in these methods, thereby speeding up convergence.
		   A new class of bidirectional reflection distribution functions that directly
		   benefits from the analogy and permits exact evaluation and calculation of
		   correctly distributed vectors for Monte Carlo integration is presented.}}

@InProceedings{Zhukov:rend98-45,
   crossref =     {EGrend98-proc},
   author =       {Zhukov, Sergej and Andrej Inoes and Grigorij Kronin},
   title =	{An Ambient Light Illumination Model},
   pages =	{45--56},
   abstract =     {In this paper we introduce an empirical ambient light illumination model. The
		   purpose ofthe development of this model is to account for the ambient light in
		   a more accurate way than it is done in Phong illumination model, but without
		   recoursing to such expensive methods as radiosity. In our model we simulate the
		   indirect diffuse illumination coming from the surfaces of the scene by direct
		   illumination coming from the distributed pseudo-light source. The estimation of
		   indirect illumination is based on the concept of obscurance coefficients that
		   resemble the integrated weighted form-factors computed for some vicinity of a
		   given point. The same idea is used to account illumination of a given point
		   (patch) from light sources. This illumination is computed as a sum of direct
		   illumination calculated using the standard local reflection model and
		   empirically estimated indirect illumination based on the same obscurance concept

		   Keywords: illumination model, ambient light, radiosity, form-factor,
			     obscurance.}}

@InProceedings{Stewart:rend98-57,
   crossref =     {EGrend98-proc},
   author =       {Stewart, James A. and Tasso Karkanis},
   title =	{Computing the Approximate Visibility Map, with Applications
		   to Form Factors and Discontinuity Meshing},
   pages =	{57--68},
   abstract =     {This paper describes a robust, hardware-accelerated algorithm to compute an
		   approximate visibility map, which describes the visible scene from a particular
		   viewpoint. The user can control the degree of approximation, choosing more
		   accuracy at the cost of increased execution time. The algorithm exploits item
		   buffer hardware to coarsely determine visibility, which is later refined. The
		   paper also describes a conceptually simple algorithm to compute a subset of the
		   discontinuity mesh using the visibility map.

		   Keywords: approximate visibility, visibility map, discontinuity meshing,
			     hardware assisted, occlusion culling, form factor, item buffer}}

@InProceedings{Kobbelt:rend98-69,
   crossref =     {EGrend98-proc},
   author =       {Kobbelt, Leif P. and Katja Daubert and Hans-Peter Seidel},
   title =	{Ray Tracing of Subdivision Surfaces},
   pages =	{69--80},
   abstract =     {We present the necessary theory for the integration of subdivision surfaces into
		   general purpose rendering systems. The most important functionality that has to
		   be provided via an abstract geometry interface are the computation of
		   surfacepoints and normals as well as the ray intersection test. We demonstrate
		   how to derive the corresponding formulas and how to construct tight bounding
		   volumesfor subdivision surfaces. We introduce envelope meshes which have the
		   same topology as the control meshes but tightly circumscribe the limit surface.
		   An efficient and simple algorithm is presented to trace a ray recursively
		   through the forest of triangles emerging from adaptive refinement of an envelope
		   mesh.}}

@InProceedings{Rushmeier:rend98-81,
   crossref =     {EGrend98-proc},
   author =       {Rushmeier, Holly and Fausto Bernardini and Joshua Mittleman
		   and Gabriel Taubin},
   title =	{Acquiring Input for Rendering At Appropriate Levels Of
		   Detail: Digitizing a {Pieti{\`a}}},
   pages =	{81--92},
   abstract =     {We describe the design of a system to augment a light striping camera for three
		   dimensional scanning with a photometric system to capture bump maps and
		   approximate reflectances. In contrast with scanning an object with very high
		   spatial resolution, this allows the relatively efficient and inexpensive
		   acquistion of input for high quality rendering. This system is being used in a
		   project to digitize a Michelangelo Piet{\`a} in Florence, Italy.}}

@InProceedings{Poulin:rend98-93,
   crossref =     {EGrend98-proc},
   author =       {Poulin, Pierre and Mathieu Ouimet and Marie Claude Frasson},
   title =	{Interactively Modeling with Photogrammetry},
   pages =	{93--104},
   abstract =     {We describe an {\em interactive} system to reconstruct 3D geometry and extract
		   textures from a set of photographs taken with arbitrary camera parameters. The
		   basic idea is to let the user draw 2D geometry on the images and set constraints
		   using these drawings. Because the input comes directly from the user, he can
		   more easily resolve most of the ambiguities and difficulties traditional
		   computer vision algorithms must deal with. A set of geometrical linear
		   constraints formulated as a weighted least-squares problem is efficiently solved
		   for the camera parameters, and then for the 3D geometry. Iterations between
		   these two steps lead to improvements on both results.

		   Once a satisfying 3D model is reconstructed, its color textures are extracted by
		   sampling the projected texels in the corresponding images. All the textures
		   associated with a polygon are then fitted to one another, and the corresponding
		   colors are combined according to a set of criteria in order to form a unique
		   texture. The system produces 3D models and environments more suitable for
		   realistic image synthesis and computer augmented reality.}}

@InProceedings{Debevec:rend98-105,
   crossref =     {EGrend98-proc},
   author =       {Debevec, Paul E. and Yizhou Yu and George D. Borshukov},
   title =	"Efficient View-Dependent Image-Based Rendering With
		   Projective Texture-Mapping",
   pages =	{105--116},
   abstract =     {This paper presents how the image-based rendering technique of view-dependent
		   texture-mapping ({VDTM}) can be efficiently implementedusing projective texture
		   mapping, a feature commonly available in polygon graphics hardware. {VDTM} is a
		   technique for generating novel views of a scene with approximately known
		   geometry making maximal use of a sparse set of original views. The original
		   presentation of {VDTM} by Debevec, Taylor, and Malik required significant
		   per-pixel computation and did not scale well with the number of original images.
		   ln our technique, we precompute for each polygon the set of original images in
		   which it is visibile and create a {{view map}} datastructure that encodes the
		   best texture map to use for a regularly sampled set of possible viewing
		   directions.
		   To generate a novel view, the view map for each polygon is queried to determine
		   a set of no morethan three original images to blend together in order to render
		   the polygon with projective texture-mapping. Invisible triangles are shaded
		   using an object-space holefilling method. We show how the rendering process can
		   be streamlined for implementation on standardpolygon graphics hardware. We
		   present results of using the method torender a large-scale model of the Berkeley
		   bell tower and its surrounding campus enironment.}}

@InProceedings{Camahort:rend98-117,
   crossref =     {EGrend98-proc},
   author =       {Camahort, Emilio and Apostolos Lerios and Donald Fussell},
   title =	{Uniformly Sampled Light Fields},
   pages =	{117--130},
   abstract =     {Image-based or light field rendering has received much recent attention as an
		   alternative to traditional geometric methods for modeling and rendering complex
		   objects. A light field represents the radiance flowing through all the points in
		   a scene in all possible directions. We explore two new techniques for
		   efficiently acquiring, storing, and reconstructing light fields that can produce
		   uniformly high quality images of an object from any point of view exterior to
		   it. Both techniques discretize the light field by sampling the set of lines that
		   intersect a sphere tightly fit around the object.}}

@InProceedings{Zhang:rend98-131,
   crossref =     {EGrend98-proc},
   author =       {Zhang, Hansong},
   title =	{Forward Shadow Mapping},
   pages =	{131--138},
   abstract =     {Forward shadow mapping is a new approach to real-time shadow generation. The
		   traditional shadow map algorithm maps the pixels in the eye's view
		   {\em backward} into the depth buffers of light sources (i.e. shadow maps), which
		   is similiar to and often implemented as an extension to texture mapping. Our
		   algorithm reverses this process by using 3-D image warping techniques to
		   transform shadow map pixels forward into the eye's view to directly indicate
		   which pixels are lit; it does not interfere with normal texture mapping and
		   easily supports anti-aliased shadow edges and projective textures. Access to
		   shadow maps and projective textures is in pixel-sequential order. This algorithm
		   has advantages when speed of texture mapping becomes the performance bottleneck,
		   which is often the case in visual simulation and game applications.}}

@InProceedings{Raskar:rend98-139,
   crossref =     {EGrend98-proc},
   author =       {Raskar, Ramesh and Matt Cutts and Greg Welch and
		   Wolfgang St{\"u}rzlinger},
   title =	{Efficient Image Generation for Multiprojector and Multisurface Displays},
   pages =	{139--144},
   abstract =     {We describe an effcient approach to rendering a perspectively correct image on a
		   potentially irregular display surface that may be illuminated with one or more
		   distinct devices. The first pass of the technique generates an image of the
		   desired graphics model using conventional rendering. The second pass projects
		   that image as a texture onto a model of the display surface, then re-renders the
		   textured display surface model from the viewpoint of each display device. The
		   algorithm scales with the complexity of the display surface, and is constant
		   with respect to the complexity of the graphics model.}}

@InProceedings{Schaufler:rend98-145,
   crossref =     {EGrend98-proc},
   author =       {Schaufler, Gernot},
   title =	{Per-Object Image Warping with Layered Impostors},
   pages =	{145--156},
   abstract =     {Image warping is desicable in the context of image-based rendering because it
		   increases the set of viewpoints for which a single image can be used.

		   This paper proposes a method for image warping with adaptive accuracy compatible
		   with current texture-mapping hardware. It is based on the observation that
		   pixels at similar depth move in a similar way during warping. The method also
		   generates approximate depth values at each pixel so that polygonal and
		   image-based rendering can be applied in a mixed fashion.}}

@InProceedings{Meyer:rend98-157,
   crossref =     {EGrend98-proc},
   author =       {Meyer, Alexandre and Fabrice Neyret},
   title =	{Interactive Volumetric Textures},
   pages =	{157--168},
   abstract =     {This paper presents a method for interactively rendering complex repetitive
		   scenes such as landscapes, fur, organic tissues, etc. It is an adaptation to
		   Z-buffer of {\em volumetric textures}, a ray-traced method, in order to use the
		   power of existing graphics hardware. Our approach consists in slicing a piece of
		   3D geometry (one repetitive detail of the complex data) into a series of thin
		   layers. A layer is a rectangle containing the shaded geometry that falls in that
		   slice. These layers are used as transparent textures, that are mapped onto the
		   underlying surface (e.g. a hill or an animal skin) with an extcusion offset. We
		   show some results obtained with our first implementation, such as a scene of 13
		   millions of virtual polygons animated at 2.5 frames per second on a {SGI}
		   O{$_{2}$}.}}

@InProceedings{Dischler:rend98-169,
   crossref =     {EGrend98-proc},
   author =       {Dischler, Jean-Michel},
   title =	"Efficient Rendering Macro Geometric Surface Structures With
		   Bi-Directional Texture Functions",
   pages =	{169--180},
   abstract =     {Fast and realistic rendering of textures, characterised by a pronounced
		   geometry, such as for example wickerwork, rattan or beach pebbles, is still a
		   difficult and challenging problem in computer graphics. These effects can
		   neither be simulated with 2D texture mapping nor with bump mapping. Direct
		   geometric models or {{volumetric}} texturing approaches often become inevitable.
		   All of them, however imply excessive computational requirements. In this paper
		   the concept of bi-directional texture function ({BTF}) is introduced. A {BTF}
		   permits a realistic simulation of the above mentioned effects at very low
		   computational cost.

		   Principles generally applied at microscale in the case of {BRDFs} are transposed
		   at larger geometric scale. This allows us a direct generalisation of texture
		   mapping and leads to many visual simulations beyond the possibilities of usual
		   {{fast}} texturing techniques.

		   Keywords: bi-directional texture function ({BTF}), bump mapping, 2D texture
		   mapping, view dependent texture mapping, {BRDF}, rendering, realism.}}

@InProceedings{Grossman:rend98-181,
   crossref =     {EGrend98-proc},
   author =       {Grossman, J.P. and William J. Dally},
   title =	{Point Sample Rendering},
   pages =	{181--192},
   abstract =     {We present an algorithm suitable for real-time, high quality rendering of
		   complex objects. Objects are represented as a dense set of surface point samples
		   which contain colour, depth and normal infocmation. These point samples are
		   obtained by sampling orthographic views on an equilateral triangle lattice. They
		   are rendered directly and independently without any knowledge of surface
		   topology. We introduce a novel solution to the problem of surface reconstruction
		   using a hierarchy of Z-buffers to detect tears. Our algorithm is fast and
		   requires only modest resources.}}

@InProceedings{Miller:rend98-193,
   crossref =     {EGrend98-proc},
   author =       {Miller, Gavin and Marc Mondesir},
   title =	{Rendering Hyper-Sprites in Real Time},
   pages =	{193--198},
   abstract =     {This paper describes efficient algorithms for rendering sprites with the
		   appearance of ray-traced objects. These sprites refract what is behind them and
		   reflect the user as seen by a video camera. Applications include interactive
		   multimedia as well as previewing glossy and metallic ink effects.}}

@InProceedings{Soler:rend98-199,
   crossref =     {EGrend98-proc},
   author =       {Soler, Cyril and Fran{\c c}ois X. Sillion},
   title =	"Automatic Calculation of Soft Shadow Textures for Fast,
		   High-Quality Radiosity",
   pages =	{199--210},
   abstract =     {We propose a new method for greatly accelerating the computation of complex,
		   detailed shadows in a radiosity solution. Radiosity is computed using a
		   {{standard}} hierarchical radiosity algorithm with clustering, but the rapid
		   illumination variations over some large regions receiving complex shadows are
		   computed on the fiy using an efficient convolution operation, and displayed as
		   textures. This allows the representation of complex shadowed radiosity functions
		   on a single large polygon. We address the main issues ofefficiently and
		   consistently integrating the soft shadow calculation in the hierarchical
		   radiosity framework.  These include the identification of the most appropriate
		   mode of calculation for each particular configuration of energy exchange, the
		   development of adequate refinement criteria for error-driven simulation, and
		   appropriate data structures and algorithms for radiosity representation and
		   display. We demonstrate the efficiency of the algorithm with examples involving
		   complex scenes, and a comparison to a clustering algorithm.}}

@InProceedings{Stamminger:rend98-211,
   crossref =     {EGrend98-proc},
   author =       "Stamminger, Marc and Philipp Slusallek and
		   Hans-Peter Seidel",
   title =	{Three Point Clustering for Radiance Computations},
   pages =	{211--222},
   abstract =     {There has been great success in speeding up global illumination computation in
		   diffuse environments. The concept of clustering allows radiosity computations
		   even for scenes of high complexity. However, for lighting simulations in complex
		   non-diffuse scenes, Monte-Carlo sampling methods are currently the first choice,
		   because non-diffuse finite-element approaches still exhibit enormous computation
		   times and are thus only applicable to scenes of very modest complexity.

		   In this paper we present a novel clustering approach for radiance computations,
		   by which we overcome some of the problems of previous methods. The algorithm
		   computes a radiance solution within a line space hierarchy, that allows us to
		   efficiently represent light propagation and reflection between arbitrary
		   non-diffuse surfaces and clusters.}}

@InProceedings{Msyzkowski:rend98-223,
   crossref =     {EGrend98-proc},
   author =       {Myszkowski, Karol},
   title =	"The Visible Differences Predictor: Applications To
		   Global Illuminations Problems",
   pages =	{223--236},
   abstract =     {In this study of global illumination computations, we investigate the
		   applications of the perceptually-based Visual Difference Predictor ({VDP})
		   developed by Daly. First, we validate the performance of this predictor in
		   shadow masking by texture and luminance contrast experiments. We also experiment
		   with Contrast Sensitivity Functions ({CSFs}) derived from the results of various
		   psychophysical experiments, various spatial frequency and orientation channel
		   decomposition schemes, and contrast definitions, in order to check predictor
		   integrity and sensitivity to differing models of visual mechanisms. We show
		   applications of the {VDP} to monitor the perceived quality of the progressive
		   radiosity and Monte Carlo solutions, and decide upon their stopping conditions.

		   Also, based on the local error metric provided by the predictor we show some
		   initial attempts to drive adaptive mesh subdivision in radiosity computations.}}

@InProceedings{McNamara:rend98-237,
   crossref =     {EGrend98-proc},
   author =       {McNamara, Ann and Alan Chalmers and Tom Troscianko and Erik Reinhard},
   title =	{Fidelity of Graphics Reconstructions: A Psychophysical Investigation},
   pages =	{237--246},
   abstract =     {In this paper we develop a technique for measuring the perceptual equivalence of
		   a graphical scene to a real scene. Ability to compare images is valuable in
		   computer graphics for a number ofreasons but the main motivation is to enable us
		   to compare different rendering algorithms and to bring us closer to a system for
		   validating lighting simulation algorithms against measurements.

		   In this study we conduct a series of psychophysical experiments to assess the
		   fidelity of graphical reconstruction of real scenes. Methods developed for the
		   study of human visual perception are used to provide evidence for a perceptual,
		   rather than a mere physical, match between the original scene and its computer
		   representation. Results show that the rendered scene has high perceptual
		   fidelity compared to the original scene, which implies that a rendered image can
		   convey albedo. This investigation is a step toward providing a quantitative
		   answer to the question ofjust how {{real}} photo-realism actually is.}}

@InProceedings{Szirmay:rend98-247,
   crossref =     {EGrend98-proc},
   author =       {Szirmay-Kalos, L{\'a}szl{\'o} and Werner Purgathofer},
   title =	{Global Ray-Bundle Tracing with Hardware Acceleration},
   pages =	{247--258},
   abstract =     {The paper presents a single-pass, view-dependent method to solve the general
		   rendering equation, using a combined finite element and random walk approach.
		   Applying finite element techniques, the surfaces are decomposed into planar
		   patches that are assumed to have position independent, but not direction
		   independent radiance. The direction dependent cadiance function is then computed
		   by candom walk using bundles of parallel rays. In a single step of the walk, the
		   radiance transfer is evaluated exploiting the hardware z-buffer of workstations,
		   making the calculation fast. The proposed method is particularly efficient for
		   scenes including not very specular materials illuminated by large area
		   light-sources or sky-light. In order to increase the speed for difficult
		   lighting situations, walks can be selected accocding to their importance. The
		   importance can be explored adaptively by the Metropolis sampling method.}}

@InProceedings{Bekaert:rend98-259,
   crossref =     {EGrend98-proc},
   author =       "Bekaert, Philippe and L{\'a}szl{\'o} Neumann and
		   Attila Neumann and Mateu Sbert and Yves D. Willems",
   title =	{Hierarchical Monte Carlo Radiosity},
   pages =	{259--268},
   abstract =     {Hierarchical radiosity and Monte Carlo radiosity are branches of radiosity
		   research that focus on complementary problems. The synthesis of both families of
		   radiosity algorithms has however received little attention until now.

		   In this paper, a procedure is presented that bridges the gap. It allows any
		   proposed hierarchical refinement strategy to be investigated in the context of
		   an arbitrary discrete Monte Carlo radiosity algorithm. The synthesis of Monte
		   Carlo radiosity and hierarchical radiosity yields more reliable and easy-to-use
		   radiosity algorithms. Our experiments show that storage requirements for
		   rendering complex models can be reduced to about 20% compared to hierarchical
		   radiosity. At the same time, computation times for images of very reasonable
		   quality can be reduced by one order of magnitude.

		   Keywords: hierarchical radiosity, Monte Carlo radiosity,
			     quasi-Monte Carlo methods}}

@InProceedings{Peter:rend98-269,
   crossref =     {EGrend98-proc},
   author =       {Peter, Ingmar and Georg Pietrek},
   title =	{Importance Driven Construction of Photon Maps},
   pages =	{269--280},
   abstract =     {Particle tracing allows physically correct simulation of all kinds of light
		   interaction in a scene, but can be a computationally expensive task. Use of
		   visual importance is a powerful technique to improve the efficiency of global
		   illumination calculations. We describe a three pass solution for global
		   illumination calculation extending the two pass approach proposed by Jensen. In
		   the first pass particle tracing of importance is performed to create a global
		   data structure, called importance map. Based on this data structure importance
		   driven photon tracing is used in the second pass to construct a photon map
		   containing information about the global illumination in the scene. In the last
		   pass the image is rendered by distributed ray tracing using the photon map.

		   The photon tracing process, improved by the use of importance information,
		   creates photon maps with an up to 8-times higher photon density in important
		   regions of the scene. This allows a better use of memory and computation time
		   resulting in better image quality.}}

@InProceedings{Miller:rend98-281,
   crossref =     {EGrend98-proc},
   author =       {Miller, Gavin and Steven Rubin and Dulce Ponceleon},
   title =	"Lazy Decompression of Surface Light Fields For
		   Precomputed Global Illumination",
   pages =	{281--292},
   abstract =     {This paper describes a series of algorithms that allow the unconstrained
		   walkthrough of static scenes shaded with the results of precomputed global
		   illumination. The global illumination includes specular as well as diffuse
		   terms, and intermediate results are cached as surface light fields. The
		   compression of such light felds is examined, and a lazy decompression scheme is
		   presented which allows for high-quality compression by making use of
		   block-coding techniques. This scheme takes advantage of spatial coherence within
		   the light field to aid compression, and also makes use of temporal coherence to
		   accelerate decompression.

		   Finally the techniques are extended to a certain type of dynamic scene.}}

@InProceedings{Heidrich:rend98-293,
   crossref =     {EGrend98-proc},
   author =       "Heidrich, Wolfgang and Jan Kautz and Philipp Slusallek
		   and Hans-Peter Seidel",
   title =	{Canned Lightsources},
   pages =	{293--300},
   abstract =     {Complex luminaries and lamp geometries can greatly increase the realism of
		   synthetic images.

		   Unfortunately, the correct rendering of illumination from complex lamps requires
		   costly global illumination algorithms to simulate the indirect illumination
		   reflected or refracted by parts of the lamp. Currently, this simulation has to
		   be repeated for every scene in which a lamp is to be used, and even for multiple
		   instances of a lamp within a single scene.

		   In this paper, we separate the global illumination simulation of the interior
		   lamp geometry from the actual scene rendering. The lightfield produced by a
		   given lamp is computed using any of the known global illumination algorithms.
		   Afterwards, a discretized version of this lightfield is stored away for later
		   use as a lightsource. We describe how this data can be efficiently utilized to
		   illuminate a given scene using a number of different rendering algorithms, such
		   as ray-tracing and hardware-based rendering.}}

@InProceedings{Lischinski:rend98-301,
   crossref =     {EGrend98-proc},
   author =       {Lischinski, Dani and Ari Rappoport},
   title =	{Image-Based Rendering for Non-Diffuse Synthetic Scenes},
   pages =	{301--314},
   abstract =     {Most current image-based rendering methods operate under the assumption that all
		   of the visible surfaces in the scene are opaque ideal diffuse (Lambertian)
		   reflectors. This paper is concerned with image-based rendering of
		   {\em non-diffuse} synthetic scenes. We introduce a new family of image-based
		   scene representations and describe corresponding image-based rendering
		   algorithms that are capable of handling general synthetic scenes containing not
		   only diffuse reflectors, but also specular and glossy objects. Our image-based
		   representation is based on {\em lavered depth images}. It represents
		   simultaneously and separately both view-independent scene information and
		   view-dependent appearance information. The view-dependent information may be
		   either extracted directly from our data-structures, or evaluated procedurally
		   using an image-based analogue of ray tracing. We describe image-based rendering
		   algorithms that recombine the two components together in a manner that produces
		   a good approximation to the correct image from any viewing position. In addition
		   to extending image-based rendering to non-diffuse synthetic scenes, our paper
		   has an important methodological contribution: it places image-based rendering,
		   light field rendering, and volume graphics in a common framework of discrete
		   raster-based scene representations.}}

@InProceedings{Apodaca:rend98-315,
   crossref =     {EGrend98-proc},
   author =       {Apodaca, Anthony A.},
   title =	{Photosurrealism},
   pages =	{315--322},
   abstract =     {The art of making movies has everything to do with creating the illusion of a
		   world which doesn't actually exist. It is extremely common for various aspects
		   of this world to be inconsistent, illogical and non-physical. This is called
		   being bigger than life. When computer graphics imagery is used in movies, it
		   must conform to these rules. This paper will examine how this requirement
		   influences the design and use of programs for realistic image synthesis.}}




%-----------------------------------------------------------------------------------
%                               In proceeding 99



@InProceedings{Greenberg:rend99-1,
   crossref =     {EGrend99-proc},
   author =       {Donald P. Greenberg},
   title =	{Disruptive Technologies in Computer Graphics: Past and Present and Future},
   pages =	{1-4},
   abstract =     { }}

@InProceedings{Myszkowski:rend99-5,
   crossref =     {EGrend99-proc},
   author =       {Karol Myszkowski and Przemyslaw Rokita and Takehiro Tawara},
   title =	{Perceptually-Informed Accelerated Rendering of High Quality Walkthrough Sequences},
   pages =	{5-18},
   abstract =     { }}

@InProceedings{Walter:rend99-19,
   crossref =     {EGrend99-proc},
   author =       {Bruce Walter and George Drettakis and Steven Parker},
   title =	{Interactive Rendering using Render Cache},
   pages =	{19-30},
   abstract =     { }}

@InProceedings{Bala:rend99-31,
   crossref =     {EGrend99-proc},
   author =       {Kavita Bala and Julie Dorsey and Seth Teller},
   title =	{Interactive Ray Traced Scene Editing using Ray Segment Tree},
   pages =	{31-44},
   abstract =     { }}

@InProceedings{Westermann:rend99-45,
   crossref =     {EGrend99-proc},
   author =       {R{\"u}diger Westermann and Ove Sommer and Thomas Ertl},
   title =	{Decoupling Polygon Rendering from Geometry using Rasterization Hardware},
   pages =	{45-56},
   abstract =     { }}

@InProceedings{Max:rend99-57,
   crossref =     {EGrend99-proc},
   author =       {Nelson Max and Oliver Deussen and Brett Keating},
   title =	{Hierarchical Image-Based Rendering using Texture Mapping Hardware},
   pages =	{57-62},
   abstract =     { }}

@InProceedings{Udeshi:rend99-63,
   crossref =     {EGrend99-proc},
   author =       {Tushar Udeshi and Charles D. Hansen},
   title =	{Toward Interactive Photorealistic Rendering of Indoor Scene: a Hybrid Approach},
   pages =	{63-76},
   abstract =     { }}

@InProceedings{Rousselle:rend99-77,
   crossref =     {EGrend99-proc},
   author =       {Fran\c{c}ois Rousselle and Christophe Renaud},
   title =	{Group Accelerated Shooting Methods for Radiosity},
   pages =	{77-88},
   abstract =     { }}

@InProceedings{Sbert:rend99-89,
   crossref =     {EGrend99-proc},
   author =       {Mateu Sbert and Alex Brusi and Philippe Bekaert},
   title =	{Gathering for Free in Random Walk Radiosity},
   pages =	{89-94},
   abstract =     { }}

@InProceedings{Feixas:rend99-95,
   crossref =     {EGrend99-proc},
   author =       {Miquel Feixas and Esteve del Acebo and Philippe Bekaert and Mateu Sbert},
   title =	{Information Theory for Scene Discretization},
   pages =	{95-106},
   abstract =     { }}

@InProceedings{Premoze:rend99-107,
   crossref =     {EGrend99-proc},
   author =       {Simon Premoze and William B. Thompson and Peter Shirley},
   title =	{Geospecific Rendering of Alpine Terrain},
   pages =	{107-118},
   abstract =     { }}

@InProceedings{Rocchini:rend99-119,
   crossref =     {EGrend99-proc},
   author =       {Claudio Rocchini and Paolo Cignomi and Claudio Montani and Roberto Scopigno},
   title =	{Multiple Textures Stitching and Blending on 3D Objects},
   pages =	{119-130},
   abstract =     { }}

@InProceedings{Marschner:rend99-131,
   crossref =     {EGrend99-proc},
   author =       {Stephen R. Marschner and Stephen H. Westin and Eric P. F. Lafortune and Kenneth E. Torrance and Donald P. Greenberg},
   title =	{Image-Based {BRDF} Measurement Including Human Skin},
   pages =	{131-144},
   abstract =     { }}

@InProceedings{McAllister:rend99-145,
   crossref =     {EGrend99-proc},
   author =       {David K. McAllister,Lars F. Nyland and Voicu Popescu and Anselmo Lastra and Chris McCue},
   title =	{Real-Time Rendering of Real World Environnements},
   pages =	{145-160},
   abstract =     { }}

@InProceedings{Fu:rend99-161,
   crossref =     {EGrend99-proc},
   author =       {Chi-Wing Fu and Tien-Tsin Wong and Pheng-Ann Heng},
   title =	{Computing Visibility of Triangulated Panorama},
   pages =	{161-174},
   abstract =     { }}

@InProceedings{Schauffer:rend99-174,
   crossref =     {EGrend99-proc},
   author =       {Gernot Schauffer and Markus Priglinger},
   title =	{Efficient Displacement Mapping by Image Warping},
   pages =	{175-186},
   abstract =     { }}

@InProceedings{Heidrich:rend99-187,
   crossref =     {EGrend99-proc},
   author =       {Wolfgang Heidrich and Hendrik Lensch and Michael F. Cohen and Hans-Peter Seidel},
   title =	{Light Field Techniques for Reflexions and Refractions},
   pages =	{187-196},
   abstract =     { }}

@InProceedings{Keating:rend99-197,
   crossref =     {EGrend99-proc},
   author =       {Brett Keating and Nelson Max},
   title =	{Shadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Images},
   pages =	{197-212},
   abstract =     { }}

@InProceedings{Ouellette:rend99-213,
   crossref =     {EGrend99-proc},
   author =       {Marc Ouellette and Eugene Fiume},
   title =	{Approximating the Location of Integrand Discontinuities for Penumbral Illumination with Area Light Sources},
   pages =	{213-224},
   abstract =     { }}

@InProceedings{Schoffel:rend99-225,
   crossref =     {EGrend99-proc},
   author =       {Frank Sch{\"o}ffel and Andreas Pomi},
   title =	{Reducing Memory Requirements for Interactive Radiosity using Movement Prediction},
   pages =	{225-234},
   abstract =     { }}

@InProceedings{Damez:rend99-235,
   crossref =     {EGrend99-proc},
   author =       {Cyrille Damez and Fran\c{c}ois Sillion},
   title =	{Space-Time Hierarchical Radiosity},
   pages =	{235-246},
   abstract =     { }}

@InProceedings{Kautz:rend99-247,
   crossref =     {EGrend99-proc},
   author =       {Jan Kautz and Michael D. McCool},
   title =	{Interactive Rendering with Arbitrary {BRDFs} using Separable Approximations},
   pages =	{247-260},
   abstract =     { }}

@InProceedings{Icart:rend99-261,
   crossref =     {EGrend99-proc},
   author =       {Isabelle Icart and Didier Arques},
   title =	{An Illumnation Model for a System of Isotropic Substrate - Isotropic Thin Film with Identical Rough Boundaries},
   pages =	{261-272},
   abstract =     { }}

@InProceedings{Jensen:rend99-273,
   crossref =     {EGrend99-proc},
   author =       {Henrik Wann Jensen and Justin Legakis and Julie Dorsey},
   title =	{Rendering of Wet Material},
   pages =	{273-282},
   abstract =     { }}

@InProceedings{Mostefaoui:rend99-283,
   crossref =     {EGrend99-proc},
   author =       {Lotfi Mostefaoui and Jean-Michel Dischler and Djamchid Ghazanfarpour},
   title =	{Rendering Inhomogeneous Surfaces with Radiosity},
   pages =	{283-292},
   abstract =     { }}

@InProceedings{Willmott:rend99-293,
   crossref =     {EGrend99-proc},
   author =       {Andrew J. Willmott and Paul S. Heckbert and Michael Garland},
   title =	{Face Cluster Radiosity},
   pages =	{293-304},
   abstract =     { }}

@InProceedings{Panne:rend99-305,
   crossref =     {EGrend99-proc},
   author =       {Michael van de Panne and A. James Stewart},
   title =	{Effective Compression Techniques for Precomputed Visibility},
   pages =	{305-316},
   abstract =     { }}

@InProceedings{Costa:rend99-317,
   crossref =     {EGrend99-proc},
   author =       {Antonio Cardoso Costa and Antonio Augusto Sousa and Fernando Nunes Ferreira},
   title =	{Lighting Design: A Goal Based Approach using Optimisation},
   pages =	{317-328},
   abstract =     { }}

@InProceedings{loscos:rend99-329,
   crossref =     {EGrend99-proc},
   author =       {Celine Loscos and Marie-Claude Frasson and George Drettakis and Bruce Walter and Xavier Granier and Pierre Poulain},
   title =	{Interactive Virtual Relighting and Remodeling of Real Scenes},
   pages =	{329-340},
   abstract =     { }}

@InProceedings{Green:rend99-341,
   crossref =     {EGrend99-proc},
   author =       {Stuart Green},
   title =	{Beyond Photorealism},
   pages =	{341-352},
   abstract =     { }}

@inproceedings{FB:2002:LIE,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/1},
title = {Local Illumination Environments for Direct Lighting Acceleration},
author = {Sebastian Fernandez and  Kavita Bala and  Donald P. Greenberg},
}
@inproceedings{WB:2002:IGI,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/2},
title = {Interactive Global Illumination using Fast Ray Tracing},
author = {Ingo Wald and  Carsten Benthin and  Philipp Slusallek},
}
@inproceedings{DB:2002:IGI,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/3},
title = {Interactive Global Illumination using Selective Photon Tracing},
author = {Kirill Dmitriev and  Stefan Brabec and  Karol Myszkowski and Hans-Peter Seidel},
}
@inproceedings{WD:2002:EAO,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/4},
title = {Enhancing and optimizing the render cache},
author = {Bruce Walter and  George Drettakis and  Donald P. Greenberg},
}
@inproceedings{CH:2002:HAP,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/5},
title = {Hardware-Accelerated Point-Based Rendering of Complex Scenes},
author = {Liviu Coconu and  Hans-Christian Hege},
}
@inproceedings{BW:2002:EHQ,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/6},
title = {Efficient high quality rendering of point sampled geometry},
author = {Mario Botsch and  Andreas Wiratanaya and  Leif Kobbelt},
}
@inproceedings{VB:2002:STV,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/7},
title = {Spatio-Temporal View Interpolation},
author = {Sundar Vedula and  Simon Baker and  Takeo Kanade},
}
@inproceedings{YE:2002:ART,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/8},
title = {A Real-Time Distributed Light Field Camera},
author = {Jason C. Yang and  Matthew Everett and  Chris Buehler and  Leonard
McMillan},
}
@inproceedings{SG:2002:SSP,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/9},
title = {Signal-Specialized Parametrization},
author = {Pedro V. Sander and  Steven J. Gortler and  John Snyder and  Hugues Hoppe},
}
@inproceedings{ZG:2002:TRT,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/10},
title = {Towards Real-Time Texture Synthesis with the Jump Map},
author = {Steve Zelinka and  Michael Garland},
}
@inproceedings{LN:2002:SB,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/11},
title = {Synthesizing Bark},
author = {Sylvain Lefebvre and Fabrice Neyret},
}
@inproceedings{WE:2002:PPR,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/12},
title = {Picture Perfect RGB Rendering Using Spectral Prefiltering and Sharp Color Primaries},
author = {Greg Ward and  Elena Eydelberg-Vileshin},
}
@inproceedings{BS:2002:APT,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/13},
title = {Accelerating Path Tracing by Re-Using Paths},
author = {Philippe Bekaert and  Mateu Sbert and  John Halton},
}
@inproceedings{CJ:2002:TDP,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/14},
title = {Time Dependent Photon Mapping},
author = {Mike Cammarano and  Henrik Wann Jensen},
}
@inproceedings{Ashikhmin:2002:ATM,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/15},
title = {A Tone Mapping Algorithm for High Contrast Images},
author = {Michael Ashikhmin},
}
@inproceedings{SA:2002:VFR,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/16},
title = {Video Flashlights -- Real Time Rendering of Multiple Videos for Immersive Model Visualization},
author = {H. S. Sawhney and  A. Arpa and  R. Kumar and  S. Samarasekera and
M. Aggarwal and  S. Hsu and  D. Nister and  K. Hanna},
}
@inproceedings{YS:2002:MB,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/17},
title = {Microfacet Billboarding},
author = {Shuntaro Yamazaki and  Ryusuke Sagawa and  Hiroshi Kawasaki and
Katsushi Ikeuchi and  Masao Sakauchi},
}
@inproceedings{JW:2002:TDM,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/18},
title = {Textured Depth Meshes for Realtime Rendering of Arbitrary Scenes},
author = {Stefan Jeschke and  Michael Wimmer},
}
@inproceedings{NB:2002:EFR,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/19},
title = {Exact From-Region Visibility Culling},
author = {Shaun Nirenstein and Edwin Blake and  James Gain},
}
@inproceedings{BS:2002:GIW,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/20},
title = {GigaWalk: Interactive Walkthrough of Complex Environments},
author = {William V. Baxter and  Avneesh Sud and  Naga K. Govindaraju and
Dinesh Manocha},
}
@inproceedings{SH:2002:FPD,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/21},
title = {Fast Primitive Distribution for Illustration},
author = {Adrian Secord and  Wolfgang Heidrich and  Lisa Streit},
}
@inproceedings{FM:2002:APF,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/22},
title = {Real-Time Halftoning: A Primitive for Non-Photorealistic Shading},
author = {Bert Freudenberg and  Maic Masuch and  Thomas Strothotte},
}
@inproceedings{HO:2002:CA,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/23},
title = {Curve Analogies},
author = {Aaron Hertzmann and  Nuria Oliver and  Brian Curless and  Steven
M. Seitz},
}

@inproceedings{MD:2002:TFF,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/24},
title = {The Free Form Light Stage},
author = {Vincent Masselus and  Philip Dutr{\'e} and  Frederik Anrys},
}
@inproceedings{FK:2002:ABO,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/25},
title = {Appearance based object modeling using texture database: Acquisition compression and rendering},
author = {Ryo Furukawa and  Hiroshi Kawasaki and  Katsushi Ikeuchi and
Masao Sakauchi},
}
@inproceedings{MP:2002:AAR,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/26},
title = {Acquisition and Rendering of Transparent and Refractive Objects},
author = {Wojciech Matusik and  Hanspeter Pfister and  Remo Ziegler and
Addy Ngan and  Leonard McMillan},
}
@inproceedings{WF:2002:IBE,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/27},
title = {Image-based Environment Matting},
author = {Yoni Wexler and  Andrew Fitzgibbon and  Andrew Zisserman},
}
@inproceedings{KS:2002:FAB,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/28},
title = {Fast Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics},
author = {Jan Kautz and  John Snyder and  Peter-Pike Sloan},
}
@inproceedings{AA:2002:ASS,
booktitle = {13th Eurographics Workshop on Rendering},
year = {2002},
crossref = {EGSR02-proc},
location = {Pisa, Italy},
publisher = {Eurographics Association},
URL = {http://www.eg.org/EG/DL/WS/egwr02/papers/29},
title = {Approximate Soft Shadows on Arbitrary Surfaces using Penumbra Wedges},
author = {Tomas Akenine-Moller and  Ulf Assarsson},
}
@inproceedings{KC:2003:CGC,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {009-019},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/009-019-kaplan-paper.pdf},
title = {Computer Generated Celtic Design},
author = {Matthew Kaplan and  Elaine Cohen},
}
@inproceedings{Mould:2003:ASG,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {020-025},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/020-025-mould-paper.pdf},
title = {A Stained Glass Image Filter},
author = {David Mould },
}
@inproceedings{GW:2003:ITD,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {026-037},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/026-037-goodnight-paper.pdf},
title = {Interactive Time-Dependent Tone Mapping Using Programmable Graphics
          Hardware},
author = {Nolan Goodnight and  Rui Wang and  Cliff Woolley and  Greg Humphreys},
}
@inproceedings{AB:2003:DIT,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {038-044},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/038-044-artusi-paper.pdf},
title = {Delivering Interactivity to Complex Tone Mapping operators},
author = {Alessandro Artusi and  Jiri Bittner and  Michael Wimmer and
          Alexander Wilkie },
}
@inproceedings{KK:2003:EIB,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {045-051},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/045-051-kollig-paper.pdf},
title = {Efficient Illumination by High Dynamic Range Images},
author = {Thomas Kollig and  Alexander Keller },
}
@inproceedings{SA:2003:POT,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {064-073},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/064-073-szirmay-kalos-paper.pdf},
title = {Global Illumination Animation with Random Radiance Representation},
author = {Laszlo Szirmay-Kalos and  Gyorgy Antal and  Balazs Benedek},
}
@inproceedings{WB:2003:IGI,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {074-081},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/074-081-wald-paper.pdf},
title = {Interactive Global Illumination in Complex and Highly Occluded Environments},
author = {Ingo Wald and  Carsten Benthin and Philipp Slusallek },
}
@inproceedings{ZG:2003:ITS,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {090-096},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/090-096-zelinka-paper.pdf},
title = {Interactive Texture Synthesis on Surfaces Using Jump Maps},
author = {Steve Zelinka and  Michael Garland },
}
@inproceedings{NA:2003:HTS,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {097-105},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/097-105-nealen-paper.pdf},
title = {Hybrid Texture Synthesis},
author = {Andy Nealen and  Marc Alexa},
}
@inproceedings{WW:2003:RTE,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {118-129},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/118-129-wimmer-paper.pdf},
title = { Rendering Time Estimation for Real-Time Rendering},
author = {Michael Wimmer and  Peter Wonka },
}
@inproceedings{MK:2003:IRO,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {130-140},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/130-140-mertens-paper.pdf},
title = {Interactive Rendering of Translucent Deformable Objects},
author = {Tom Mertens and  Jan Kautz and  Philippe
          Bekaert and  Hans-Peter Seidel and  Frank Van Reeth},
}
@inproceedings{SY:2003:ANR,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {150-156},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/150-156-stewart-paper.pdf},
title = {A New Reconstruction Filter for Undersampled Light Fields},
author = { Jason Stewart and  Jingyi Yu and  Steven Gortler and  Leonard
          McMillan },
}
@inproceedings{PD:2003:WEM,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {157-16},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/157-166-peers-paper.pdf},
title = {Wavelet Environment Matting},
author = {Pieter Peers and  Philip Dutr{\'e}},
}
@inproceedings{AF:2003:VOW,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {178-185},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/178-185-adabala-paper.pdf},
title = {Visualization of woven cloth },
author = {Neeharika Adabala and  Guangzheng Fei and  Nadia Magnenat-Thalmann },
}
@inproceedings{CT:2003:TTF,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {186-196},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/186-196-choudhury-paper.pdf},
title = {The Trilateral Filter for High Contrast Images and Meshes},
author = {Prasun Choudhury and  Jack Tumblin },
}
@inproceedings{WH:2003:PMA,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {202-207},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/202-207-wyman-paper.pdf},
title = {Penumbra Maps: Approximate Soft Shadows in Real-Time},
author = {Chris Wyman and  Charles Hansen},
}
@inproceedings{CD:2003:RFS,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {208-218},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/208-218-chan-paper.pdf},
title = {Rendering Fake Soft Shadows with Smoothies},
author = {Eric Chan and  Fredo Durand},
}
@inproceedings{GC:2003:RSG,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {219-229},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/219-229-gibson-paper.pdf},
title = {Rapid Shadow Generation in Real-World Lighting Environments},
author = {Simon Gibson and  Jon Cook and  Toby Howard and
          Roger Hubbold},
}
@inproceedings{Georghiades:2003:R3D,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {230-240},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/230-240-georghiades-paper.pdf},
title = {Recovering 3-D Shape and Reflectance From a Small Number of Photographs},
author = {Athinodoros Georghiades},
}
@inproceedings{MP:2003:EIB,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {241-248},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/241-248-matusik-paper.pdf},
title = {Efficient Isotropic BRDF Measurement},
author = {Wojciech Matusik and  Hanspeter Pfister and
          Matthew Brand and  Leonard McMillan},
}
@inproceedings{WH:2003:OCM,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {249-259},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/249-259-wenger-paper.pdf},
title = {Optimizing Color Matching in a Lighting Reproduction System for Complex Subject
          and Illuminant Spectra },
author = {Andreas Wenger and  Tim Hawkins and  Paul
          Debevec },
}
@inproceedings{CC:2003:DTA,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {270-280},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/270-280-cater-paper.pdf},
title = {Detail to Attention: Exploiting Visual Tasks for Selective Rendering},
author = {Kirsten Cater and  Alan Chalmers and  Greg Ward },
}
@inproceedings{DD:2003:EBV,
booktitle = {Proceedings of the 14th Eurographics workshop on Rendering},
year = {2003},
crossref = {EGSR03-proc},
isbn = {3-905673-03-7},
pages = {281-288},
location = {Leuven, Belgium},
publisher = {Eurographics Association},
URL= {http://www.eg.org/EG/DL/WS/EGWR03/281-288-decoret-paper.pdf},
title = {Erosion Based Visibility Preprocessing },
author = {Xavier Décoret and  Gilles Debunne and  François Sillion}
}
%---------2004-------------
@inproceedings{EGSR04:011-017:2004,
 crossref = {EGSR04-proc},
 author = {J. J. Koenderink},
 title = {{Estimating source spectra and spectral albedos from RGB data for rerendering}},
 pages = {11--17},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/011-017.pdf}}
@inproceedings{EGSR04:019-021:2004,
 crossref = {EGSR04-proc},
 author = {Christophe Hery},
 title = {{Rendering Evolution at Industrial Light \& Magic}},
 pages = {19--21},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/019-021.pdf}}
@inproceedings{EGSR04:023-032:2004,
 crossref = {EGSR04-proc},
 author = {Saul Simhon and Gregory Dudek},
 title = {{Sketch Interpretation and Refinement Using Statistical Models}},
 pages = {23--32},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/023-032.pdf}}
@inproceedings{EGSR04:033-044:2004,
 crossref = {EGSR04-proc},
 author = {Stéphane Grabli and Emmanuel Turquin and Frédo Durand and François X. Sillion},
 title = {{Programmable Style for NPR Line Drawing}},
 pages = {33--44},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/033-044.pdf}}
@inproceedings{EGSR04:045-052:2004,
 crossref = {EGSR04-proc},
 author = {Hui Xu and Nathan Gossett and Baoquan Chen},
 title = {{PointWorks: Abstraction and Rendering of Sparsely Scanned Outdoor Environments}},
 pages = {45--52},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/045-052.pdf}}
@inproceedings{EGSR04:053-060:2004,
 crossref = {EGSR04-proc},
 author = {E. Stavrakis and M. Gelautz},
 title = {{Image-Based Stereoscopic Painterly Rendering}},
 pages = {53--60},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/053-060.pdf}}
@inproceedings{EGSR04:061-068:2004,
 crossref = {EGSR04-proc},
 author = {J. Yu and L. McMillan},
 title = {{A Framework for Multiperspective Rendering}},
 pages = {61--68},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/061-068.pdf}}
@inproceedings{EGSR04:069-079:2004,
 crossref = {EGSR04-proc},
 author = {Michael Guthe and Pavel Borodin and Ákos Balázs and Reinhard Klein},
 title = {{Real-time appearance preserving out-of-core rendering with shadows}},
 pages = {69--79},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/069-079.pdf}}
@inproceedings{EGSR04:081-092:2004,
 crossref = {EGSR04-proc},
 author = {Ingo Wald and Andreas Dietrich and Phlipp Slusallek},
 title = {{An Interactive Out-of-Core Rendering Framework for Visualizing Massively Complex Models}},
 pages = {81--92},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/081-092.pdf}}
@inproceedings{EGSR04:093-102:2004,
 crossref = {EGSR04-proc},
 author = {Philippe Decaudin and Fabrice Neyret},
 title = {{Rendering Forest Scenes in Real-Time}},
 pages = {93--102},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/093-102.pdf}}
@inproceedings{EGSR04:103-110:2004,
 crossref = {EGSR04-proc},
 author = {Carsten Dachsbacher and Marc Stamminger},
 title = {{Rendering Procedural Terrain by Geometry Image Warping}},
 pages = {103--110},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/103-110.pdf}}
@inproceedings{EGSR04:111-121:2004,
 crossref = {EGSR04-proc},
 author = {Johannes G{\"u}nther and Ingo Wald and Philipp Slusallek},
 title = {{Realtime Caustics Using Distributed Photon Mapping}},
 pages = {111--121},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/111-121.pdf}}
@inproceedings{EGSR04:123-131:2004,
 crossref = {EGSR04-proc},
 author = {Bent Dalgaard Larsen and Niels Jřrgen Christensen},
 title = {{Simulating Photon Mapping for Real-time Applications}},
 pages = {123--131},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/123-131.pdf}}
@inproceedings{EGSR04:133-141:2004,
 crossref = {EGSR04-proc},
 author = {Per H. Christensen and Dana Batali},
 title = {{An Irradiance Atlas for Global Illumination in Complex Production Scenes}},
 pages = {133--141},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/133-141.pdf}}
@inproceedings{EGSR04:143-151:2004,
 crossref = {EGSR04-proc},
 author = {Michael Wimmer and Daniel Scherzer and Werner Purgathofer},
 title = {{Light Space Perspective Shadow Maps}},
 pages = {143--151},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/143-151.pdf}}
@inproceedings{EGSR04:153-160:2004,
 crossref = {EGSR04-proc},
 author = {Tobias Martin and Tiow-Seng Tan},
 title = {{Anti-aliasing and Continuity with Trapezoidal Shadow Maps}},
 pages = {153--160},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/153-160.pdf}}
@inproceedings{EGSR04:161-166:2004,
 crossref = {EGSR04-proc},
 author = {Timo Aila and Samuli Laine},
 title = {{Alias-Free Shadow Maps}},
 pages = {161--166},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/161-166.pdf}}
@inproceedings{EGSR04:167-172:2004,
 crossref = {EGSR04-proc},
 author = {Hamilton Y. Chong and Steven J. Gortler},
 title = {{A Lixel for every Pixel}},
 pages = {167--172},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/167-172.pdf}}
@inproceedings{EGSR04:173-178:2004,
 crossref = {EGSR04-proc},
 author = {Tom Mertens and Jan Kautz and Philippe Bekaert and Frank Van Reeth},
 title = {{A Self-Shadow Algorithm for Dynamic Hair using Density Clustering}},
 pages = {173--178},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/173-178.pdf}}
@inproceedings{EGSR04:179-184:2004,
 crossref = {EGSR04-proc},
 author = {Jan Kautz and Jaakko Lehtinen and Timo Aila},
 title = {{Hemispherical Rasterization for Self-Shadowing of Dynamic Objects}},
 pages = {179--184},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/179-184.pdf}}
@inproceedings{EGSR04:185-195:2004,
 crossref = {EGSR04-proc},
 author = {Eric Chan and Fredo Durand},
 title = {{An Efficient Hybrid Shadow Rendering Algorithm}},
 pages = {185--195},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/185-195.pdf}}
@inproceedings{EGSR04:197-205:2004,
 crossref = {EGSR04-proc},
 author = {D. Brandon Lloyd and Jeremy Wendt and Naga K. Govindaraju and Dinesh Manocha},
 title = {{CC Shadow Volumes
}},
 pages = {197--205},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/197-205.pdf}}
@inproceedings{EGSR04:207-216:2004,
 crossref = {EGSR04-proc},
 author = {S. Nirenstein and E. Blake},
 title = {{Hardware Accelerated Visibility Preprocessing using Adaptive Sampling}},
 pages = {207--216},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/207-216.pdf}}
@inproceedings{EGSR04:217-226:2004,
 crossref = {EGSR04-proc},
 author = {M. S. Langer and L. Zhang and A.W. Klein and A. Bhatia and J. Pereira and D. Rekhi},
 title = {{A spectral-particle hybrid method for rendering falling snow}},
 pages = {217--226},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/217-226.pdf}}
@inproceedings{EGSR04:227-233:2004,
 crossref = {EGSR04-proc},
 author = {Xi Wang and Xin Tong and Stephen Lin and Shimin Hu and Baining Guo and Heung-Yeung Shum},
 title = {{Generalized Displacement Maps}},
 pages = {227--233},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/227-233.pdf}}
@inproceedings{EGSR04:235-242:2004,
 crossref = {EGSR04-proc},
 author = {Akira Kubota and Keita Takahashi and Kiyoharu Aizawa and Tsuhan Chen},
 title = {{All-focused light field rendering}},
 pages = {235--242},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/235-242.pdf}}
@inproceedings{EGSR04:243-254:2004,
 crossref = {EGSR04-proc},
 author = {Cha Zhang and Tsuhan Chen},
 title = {{A Self-Reconfigurable Camera Array}},
 pages = {243--254},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/243-254.pdf}}
@inproceedings{EGSR04:255-264:2004,
 crossref = {EGSR04-proc},
 author = {Jack Tumblin and Prasun Choudhury},
 title = {{Bixels: Picture Samples with Sharp Embedded Boundaries}},
 pages = {255--264},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/255-264.pdf}}
@inproceedings{EGSR04:265-274:2004,
 crossref = {EGSR04-proc},
 author = {G. Ramanarayanan and K. Bala and B. Walter},
 title = {{Feature-Based Textures}},
 pages = {265--274},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/265-274.pdf}}
@inproceedings{EGSR04:275-286:2004,
 crossref = {EGSR04-proc},
 author = {N. Holzschuch and L. Alonso},
 title = {{Combining Higher-Order Wavelets and Discontinuity Meshing: a Compact Representation for Radiosity}},
 pages = {275--286},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/275-286.pdf}}
@inproceedings{EGSR04:287-298:2004,
 crossref = {EGSR04-proc},
 author = {Vincent Masselus and Pieter Peers and Philip Dutré and Yves D. Willemsy},
 title = {{Smooth Reconstruction and Compact Representation of Reflectance Functions for Image-based Relighting}},
 pages = {287--298},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/287-298.pdf}}
@inproceedings{EGSR04:299-308:2004,
 crossref = {EGSR04-proc},
 author = {Wojciech Matusik and Matthew Loper and Hanspeter Pfister},
 title = {{Progressively-Refined Reflectance Functions from Natural Illumination}},
 pages = {299--308},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/299-308.pdf}}
@inproceedings{EGSR04:309-319:2004,
 crossref = {EGSR04-proc},
 author = {Tim Hawkins and Andreas Wenger and Chris Tchou and Andrew Gardner and Fredrik Göransson and Paul Debevec},
 title = {{Animatable Facial Reflectance Fields}},
 pages = {309--319},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/309-319.pdf}}
@inproceedings{EGSR04:321-330:2004,
 crossref = {EGSR04-proc},
 author = {Pascal Gautron and Jaroslav Krivanek and Sumanta Pattanaik and Kadi Bouatouch},
 title = {{A Novel Hemispherical Basis for Accurate and Efficient Rendering}},
 pages = {321--330},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/321-330.pdf}}
@inproceedings{EGSR04:331-336:2004,
 crossref = {EGSR04-proc},
 author = {Thomas Annen and Jan Kautz and Frédo Durand and Hans-Peter Seidel},
 title = {{Spherical Harmonic Gradients for Mid-Range Illumination}},
 pages = {331--336},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/331-336.pdf}}
@inproceedings{EGSR04:337-344:2004,
 crossref = {EGSR04-proc},
 author = {Xinguo Liu and Peter-Pike Sloan and Heung-Yeung Shum and John Snyder},
 title = {{All-Frequency Precomputed Radiance Transfer for Glossy Objects}},
 pages = {337--344},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/337-344.pdf}}
@inproceedings{EGSR04:345-354:2004,
 crossref = {EGSR04-proc},
 author = {Rui Wang and John Tran and David Luebke},
 title = {{All-Frequency Relighting of Non-Diffuse Objects using Separable BRDF Approximation}},
 pages = {345--354},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/345-354.pdf}}
@inproceedings{EGSR04:355-362:2004,
 crossref = {EGSR04-proc},
 author = {Robert Geist and Karl Rasche and James Westall and Robert Schalkoff},
 title = {{Lattice-Boltzmann Lighting}},
 pages = {355--362},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/355-362.pdf}}
@inproceedings{EGSR04:363-374:2004,
 crossref = {EGSR04-proc},
 author = {Simon Premoze and Michael Ashikhmin and Jerry Tessendorf and Ravi Ramamoorthi and Shree Nayar},
 title = {{Practical Rendering of Multiple Scattering Effects in Participating Media}},
 pages = {363--374},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/363-374.pdf}
}
@inproceedings{EGSR04:375-386:2004,
 crossref = {EGSR04-proc},
 author = {Kirk Riley and David S. Ebert and Martin Kraus and Jerry Tessendorf and Charles Hansen},
 title = {{Efficient Rendering of Atmospheric Phenomena}},
 pages = {375--386},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/375-386.pdf}
}

@inproceedings{EGSR04:387-397:2004,
 crossref = {EGSR04-proc},
 author = {A. Wilkie and  C. Ulbricht and Robert F. Tobler and G. Zotti and W. Purgathofer},
 title = {{An Analytical Model for Skylight Polarisation}},
 pages = {387--397},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR04/387-397.pdf}
}

%----------------------2005---------------------

@inproceedings{EGSR05:011-020:2005,
 crossref = {EGSR05-proc},
 author = {Jason Lawrence and Szymon Rusinkiewicz and Ravi Ramamoorthi},
 title = {{Adaptive Numerical Cumulative Distribution Functions for Efficient Importance Sampling}},
 pages = {11--20},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/011-020.pdf}
}
@inproceedings{EGSR05:021-030:2005,
 crossref = {EGSR05-proc},
 author = {Liang Wan and Tien-Tsin Wong and Chi-Sing Leung},
 title = {{Spherical Q2-tree for Sampling Dynamic Environment Sequences}},
 pages = {21--30},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/021-030.pdf}
}
@inproceedings{EGSR05:031-042:2005,
 crossref = {EGSR05-proc},
 author = {Vlastimil Havran and Miloslaw Smyk and Grzegorz Krawczyk and Karol Myszkowski and Hans-Peter Seidel},
 title = {{Interactive System for Dynamic Scene Lighting using Captured Video Environment Maps}},
 pages = {31--42},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/031-042.pdf}
}
@inproceedings{EGSR05:043-054:2005,
 crossref = {EGSR05-proc},
 author = {Vlastimil Havran and Jiri Bittner and Robert Herzog and Hans-Peter Seidel  },
 title = {{Ray Maps for Global Illumination}},
 pages = {43--54},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/043-054.pdf}
}
@inproceedings{EGSR05:055-064:2005,
 crossref = {EGSR05-proc},
 author = {Pascal Gautron and Jaroslav Krivánek and Kadi Bouatouch and Sumanta Pattanaik},
 title = {{Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm}},
 pages = {55--64},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/055-064.pdf}
}
@inproceedings{EGSR05:065-072:2005,
 crossref = {EGSR05-proc},
 author = {David Fradin and Daniel Meneveaux and Sebastien Horna},
 title = {{Out of Core Photon-Mapping for Large Buildings}},
 pages = {65--72},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/065-072.pdf}
}
@inproceedings{EGSR05:073-082:2005,
 crossref = {EGSR05-proc},
 author = {Jinho Lee and Hanspeter Pfister and Baback Moghaddam and Raghu Machiraju},
 title = {{Estimation of 3D Faces and Illumination from Single Photographs Using A Bilinear Illumination Model}},
 pages = {73--82},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/073-082.pdf}
}
@inproceedings{EGSR05:083-090:2005,
 crossref = {EGSR05-proc},
 author = {Greg Coombe and Chad Hantak and Anselmo Lastra and Radek Grzeszczuk},
 title = {{Online Construction of Surface Light Fields}},
 pages = {83--90},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/083-090.pdf}
}
@inproceedings{EGSR05:091-098:2005,
 crossref = {EGSR05-proc},
 author = {Tim Hawkins and Per Einarsson and Paul Debevec},
 title = {{A Dual Light Stage}},
 pages = {91--98},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/091-098.pdf}
}
@inproceedings{EGSR05:099-104:2005,
 crossref = {EGSR05-proc},
 author = {Chi-Wing Fu and Man-Kang Leung},
 title = {{Texture Tiling on Arbitrary Topological Surfaces using Wang Tiles}},
 pages = {99--104},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/099-104.pdf}
}
@inproceedings{EGSR05:105-110:2005,
 crossref = {EGSR05-proc},
 author = {Joern Loviscach},
 title = {{Motion Blur for Textures by Means of Anisotropic Filtering}},
 pages = {105--110},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/105-110.pdf}
}
@inproceedings{EGSR05:111-116:2005,
 crossref = {EGSR05-proc},
 author = {Ping Tan and Stephen Lin and Long Quan and Baining Guo and Heung-Yeung Shum},
 title = {{Multiresolution Reflectance Filtering}},
 pages = {111--116},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/111-116.pdf}
}
@inproceedings{EGSR05:117-126:2005,
 crossref = {EGSR05-proc},
 author = {Addy Ngan and Frédo Durand and Wojciech Matusik},
 title = {{Experimental Analysis of BRDF Models}},
 pages = {117--126},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/117-126.pdf}
}
@inproceedings{EGSR05:127-138:2005,
 crossref = {EGSR05-proc},
 author = {Shaohua Fan and Stephen Chenney and Yu-chi Lai},
 title = {{Metropolis Photon Sampling with Optional User Guidance}},
 pages = {127--138},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/127-138.pdf}
}
@inproceedings{EGSR05:139-146:2005,
 crossref = {EGSR05-proc},
 author = {Justin Talbot and David Cline and Parris Egbert},
 title = {{Importance Resampling for Global Illumination}},
 pages = {139--146},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/139-146.pdf}
}
@inproceedings{EGSR05:147-156:2005,
 crossref = {EGSR05-proc},
 author = {David Burke and Abhijeet Ghosh and Wolfgang Heidrich},
 title = {{Bidirectional Importance Sampling for Direct Illumination}},
 pages = {147--156},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/147-156.pdf}
}
@inproceedings{EGSR05:157-164:2005,
 crossref = {EGSR05-proc},
 author = {Martin Fuchs and Volker Blanz and Hans-Peter Seidel },
 title = {{Bayesian Relighting}},
 pages = {157--164},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/157-164.pdf}
}
@inproceedings{EGSR05:165-172:2005,
 crossref = {EGSR05-proc},
 author = {Ankit Mohan and Jack Tumblin and Bobby Bodenheimer and Cindy Grimm and Reynold Bailey },
 title = {{Table-top Computed Lighting for Practical Digital Photography}},
 pages = {165--172},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/165-172.pdf}
}
@inproceedings{EGSR05:173-182:2005,
 crossref = {EGSR05-proc},
 author = {Pieter Peers and Philip Dutré},
 title = {{Inferring Reflectance Functions from Wavelet Noise}},
 pages = {173--182},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/173-182.pdf}
}
@inproceedings{EGSR05:183-192:2005,
 crossref = {EGSR05-proc},
 author = {Pascal Barla and Joelle Thollot and François X. Sillion},
 title = {{Geometric Clustering for Line Drawing Simplification}},
 pages = {183--192},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/183-192.pdf}
}
@inproceedings{EGSR05:193-200:2005,
 crossref = {EGSR05-proc},
 author = {Xiaoru Yuan and Minh X. Nguyen and Nan Zhang and Baoquan Chen},
 title = {{Stippling and Silhouettes Rendering in Geometry-Image Space}},
 pages = {193--200},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/193-200.pdf}
}
@inproceedings{EGSR05:201-210:2005,
 crossref = {EGSR05-proc},
 author = {Revital Irony and Daniel Cohen-Or and Dani Lischinski},
 title = {{Colorization by Example}},
 pages = {201--210},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/201-210.pdf}
}
@inproceedings{EGSR05:211-222:2005,
 crossref = {EGSR05-proc},
 author = {Denis Haumont and Otso Makinen and Shaun Nirenstein },
 title = {{A Low Dimensional Framework for Exact Polygon-to-Polygon Occlusion Queries}},
 pages = {211--222},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/211-222.pdf}
}
@inproceedings{EGSR05:223-230:2005,
 crossref = {EGSR05-proc},
 author = {Jiri Bittner and Peter Wonka and Michael Wimmer},
 title = {{Fast Exact From-Region Visibility in Urban Scenes}},
 pages = {223--230},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/223-230.pdf}
}
@inproceedings{EGSR05:231-242:2005,
 crossref = {EGSR05-proc},
 author = {Piti Irawan and James A. Ferwerda and Stephen R. Marschner},
 title = {{Perceptually Based Tone Mapping of High Dynamic Range Image Streams}},
 pages = {231--242},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/231-242.pdf}
}
@inproceedings{EGSR05:243-252:2005,
 crossref = {EGSR05-proc},
 author = {Abhijeet Ghosh and Matthew Trentacoste and Helge Seetzen and Wolfgang Heidrich},
 title = {{Real Illumination from Virtual Environments}},
 pages = {243--252},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/243-252.pdf}
}
@inproceedings{EGSR05:253-264:2005,
 crossref = {EGSR05-proc},
 author = {Todd Zickler and Sebastian Enrique and Ravi Ramamoorthi and Peter Belhumeur},
 title = {{Reflectance Sharing: Image-based Rendering from a Sparse Set of Images}},
 pages = {253--264},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/253-264.pdf}
}
@inproceedings{EGSR05:265-275:2005,
 crossref = {EGSR05-proc},
 author = {Abhinav Dayal and Cliff Woolley and Benjamin Watson and David Luebke},
 title = {{Adaptive Frameless Rendering}},
 pages = {265--275},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/265-275.pdf}
}
@inproceedings{EGSR05:277-282:2005,
 crossref = {EGSR05-proc},
 author = {László Szirmay-Kalos and Mateu Sbert and Tamás Ummenhoffer},
 title = {{Real-Time Multiple Scattering in Participating Media with Illumination Networks}},
 pages = {277--282},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/277-282.pdf}
}
@inproceedings{EGSR05:283-290:2005,
 crossref = {EGSR05-proc},
 author = {Hongsong Li and Fabio Pellacini and Kenneth E. Torrance},
 title = {{A Hybrid Monte Carlo Method for Accurate and Efficient Subsurface Scattering}},
 pages = {283--290},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/283-290.pdf}
}
@inproceedings{EGSR05:291-300:2005,
 crossref = {EGSR05-proc},
 author = {Diego Gutierrez and Adolfo Munoz and Oscar Anson and Francisco J. Seron},
 title = {{Non-linear Volume Photon Mapping}},
 pages = {291--300},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR05/291-300.pdf}
}
%----------------------2006---------------------


@inproceedings{EGSR06:011-016:2006,
 crossref = {EGSR06-proc},
 author = {Shree K. Nayar and Gurunandan G. Krishnan},
 title = {{Visual Chatter in the Real World }},
 pages = {11--16},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/011-016.pdf},
 DOI = {10.2312/EGWR/EGSR06/011-016}
}
@inproceedings{EGSR06:017-018:2006,
 crossref = {EGSR06-proc},
 author = {Petri Nordlund},
 title = {{Handheld Pixels }},
 pages = {17--18},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/017-018.pdf},
 DOI = {10.2312/EGWR/EGSR06/017-018}
}
@inproceedings{EGSR06:019-029:2006,
 crossref = {EGSR06-proc},
 author = {Sebastian Magda and David Kriegman},
 title = {{Reconstruction of Volumetric Surface Textures for Real-Time Rendering}},
 pages = {19--29},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/019-029.pdf},
 DOI = {10.2312/EGWR/EGSR06/019-029}
}
@inproceedings{EGSR06:031-040:2006,
 crossref = {EGSR06-proc},
 author = {Addy Ngan and Frédo Durand},
 title = {{Statistical Acquisition of Texture Appearance}},
 pages = {31--40},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/031-040.pdf},
 DOI = {10.2312/EGWR/EGSR06/031-040}
}
@inproceedings{EGSR06:041-050:2006,
 crossref = {EGSR06-proc},
 author = {Tianli Yu and Hongcheng Wang and Narendra Ahuja and Wei-Chao Chen},
 title = {{Sparse Lumigraph Relighting by Illumination and Reflectance Estimation from Multi-View Images}},
 pages = {41--50},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/041-050.pdf},
 DOI = {10.2312/EGWR/EGSR06/041-050}
}
@inproceedings{EGSR06:051-060:2006,
 crossref = {EGSR06-proc},
 author = {Borislav Trifonov and Derek Bradley and Wolfgang Heidrich},
 title = {{Tomographic Reconstruction of Transparent Objects}},
 pages = {51--60},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/051-060.pdf},
 DOI = {10.2312/EGWR/EGSR06/051-060}
}
@inproceedings{EGSR06:061-072:2006,
 crossref = {EGSR06-proc},
 author = {Jon Hasselgren and Tomas Akenine-Möller},
 title = {{An Efficient Multi-View Rasterization Architecture}},
 pages = {61--72},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/061-072.pdf},
 DOI = {10.2312/EGWR/EGSR06/061-072}
}
@inproceedings{EGSR06:073-082:2006,
 crossref = {EGSR06-proc},
 author = {Matthias Zwicker and Wojciech Matusik and Frédo Durand and Hanspeter Pfister},
 title = {{Antialiasing for Automultiscopic 3D Displays}},
 pages = {73--82},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/073-082.pdf},
 DOI = {10.2312/EGWR/EGSR06/073-082}
}
@inproceedings{EGSR06:083-092:2006,
 crossref = {EGSR06-proc},
 author = {Augusto Roman and Hendrik P. A. Lensch},
 title = {{Automatic Multiperspective Images}},
 pages = {83--92},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/083-092.pdf},
 DOI = {10.2312/EGWR/EGSR06/083-092}
}
@inproceedings{EGSR06:093-102:2006,
 crossref = {EGSR06-proc},
 author = {Xianyou Hou and Li-Yi Wei and Heung-Yeung Shum and Baining Guo},
 title = {{Real-time Multi-perspective Rendering on Graphics Hardware}},
 pages = {93--102},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/093-102.pdf},
 DOI = {10.2312/EGWR/EGSR06/093-102}
}
@inproceedings{EGSR06:103-113:2006,
 crossref = {EGSR06-proc},
 author = {David Cline and Parris K. Egbert and Justin F. Talbot and David L. Cardon},
 title = {{Two Stage Importance Sampling for Direct Lighting}},
 pages = {103--113},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/103-113.pdf},
 DOI = {10.2312/EGWR/EGSR06/103-113}
}
@inproceedings{EGSR06:115-126:2006,
 crossref = {EGSR06-proc},
 author = {Abhijeet Ghosh and Arnaud Doucet and Wolfgang Heidrich},
 title = {{Sequential Sampling for Dynamic Environment Map Illumination}},
 pages = {115--126},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/115-126.pdf},
 DOI = {10.2312/EGWR/EGSR06/115-126}
}
@inproceedings{EGSR06:127-138:2006,
 crossref = {EGSR06-proc},
 author = {Jaroslav Krivánek and Kadi Bouatouch and Sumanta Pattanaik and Jirí  Zára},
 title = {{Making Radiance and Irradiance Caching Practical: Adaptive Caching and Neighbor Clamping}},
 pages = {127--138},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/127-138.pdf},
 DOI = {10.2312/EGWR/EGSR06/127-138}
}
@inproceedings{EGSR06:139-149:2006,
 crossref = {EGSR06-proc},
 author = {Carsten W{\"a}chter and Alexander Keller},
 title = {{Instant Ray Tracing: The Bounding Interval Hierarchy}},
 pages = {139--149},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/139-149.pdf},
 DOI = {10.2312/EGWR/EGSR06/139-149}
}
@inproceedings{EGSR06:151-160:2006,
 crossref = {EGSR06-proc},
 author = {Ryan Overbeck and Aner Ben-Artzi and Ravi Ramamoorthi and Eitan Grinspun},
 title = {{Exploiting Temporal Coherence for Incremental All-Frequency Relighting}},
 pages = {151--160},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/151-160.pdf},
 DOI = {10.2312/EGWR/EGSR06/151-160}
}
@inproceedings{EGSR06:161-171:2006,
 crossref = {EGSR06-proc},
 author = {Janne Kontkanen and Emmanuel Turquin and Nicolas Holzschuch and François X. Sillion},
 title = {{Wavelet Radiance Transport for Interactive Indirect Lighting}},
 pages = {161--171},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/161-171.pdf},
 DOI = {10.2312/EGWR/EGSR06/161-171}
}
@inproceedings{EGSR06:173-182:2006,
 crossref = {EGSR06-proc},
 author = {Rui Wang and Ren Ng and David Luebke and Greg Humphreys},
 title = {{Efficient Wavelet Rotation for Environment Map Rendering}},
 pages = {173--182},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/173-182.pdf},
 DOI = {10.2312/EGWR/EGSR06/173-182}
}
@inproceedings{EGSR06:183-194:2006,
 crossref = {EGSR06-proc},
 author = {Per Einarsson and Charles-Felix Chabert and Andrew Jones and Wan-Chun Ma and Bruce Lamond and Tim Hawkins and Mark Bolas and Sebastian Sylwan and Paul Debevec},
 title = {{Relighting Human Locomotion with Flowed Reflectance Fields}},
 pages = {183--194},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/183-194.pdf},
 DOI = {10.2312/EGWR/EGSR06/183-194}
}
@inproceedings{EGSR06:195-205:2006,
 crossref = {EGSR06-proc},
 author = {Oliver Mattausch and Jirí Bittner and Michael Wimmer},
 title = {{Adaptive Visibility-Driven View Cell Construction}},
 pages = {195--205},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/195-205.pdf},
 DOI = {10.2312/EGWR/EGSR06/195-205}
}
@inproceedings{EGSR06:207-214:2006,
 crossref = {EGSR06-proc},
 author = {Michael Guthe and Ákos Balázs and Reinhard Klein},
 title = {{Near Optimal Hierarchical Culling: Performance Driven Use of Hardware Occlusion Queries}},
 pages = {207--214},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/207-214.pdf},
 DOI = {10.2312/EGWR/EGSR06/207-214}
}
@inproceedings{EGSR06:215-226:2006,
 crossref = {EGSR06-proc},
 author = {D. Brandon Lloyd and David Tuft and Sung-eui Yoon and Dinesh Manocha},
 title = {{Warping and Partitioning for Low Error Shadow Maps}},
 pages = {215--226},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/215-226.pdf},
 DOI = {10.2312/EGWR/EGSR06/215-226}
}
@inproceedings{EGSR06:227-234:2006,
 crossref = {EGSR06-proc},
 author = {Gaël Guennebaud and Loďc Barthe and Mathias Paulin},
 title = {{Real-time Soft Shadow Mapping by Backprojection}},
 pages = {227--234},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/227-234.pdf},
 DOI = {10.2312/EGWR/EGSR06/227-234}
}
@inproceedings{EGSR06:235-244:2006,
 crossref = {EGSR06-proc},
 author = {Morgan McGuire and Wojciech Matusik and William Yerazunis},
 title = {{Practical, Real-time Studio Matting using Dual Imagers}},
 pages = {235--244},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/235-244.pdf},
 DOI = {10.2312/EGWR/EGSR06/235-244}
}
@inproceedings{EGSR06:245-250:2006,
 crossref = {EGSR06-proc},
 author = {Tom Malzbender and Bennett Wilburn and Dan Gelb and Bill Ambrisco},
 title = {{Surface Enhancement Using Real-time Photometric Stereo and Reflectance Transformation}},
 pages = {245--250},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/245-250.pdf},
 DOI = {10.2312/EGWR/EGSR06/245-250}
}
@inproceedings{EGSR06:251-262:2006,
 crossref = {EGSR06-proc},
 author = {Gaurav Garg and Eino-Ville Talvala and Marc Levoy and Hendrik P. A. Lensch},
 title = {{Symmetric Photography: Exploiting Data-sparseness in Reflectance Fields}},
 pages = {251--262},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/251-262.pdf},
 DOI = {10.2312/EGWR/EGSR06/251-262}
}
@inproceedings{EGSR06:263-272:2006,
 crossref = {EGSR06-proc},
 author = {Todor Georgeiv and Ke Colin Zheng and Brian Curless and David Salesin and Shree Nayar and Chintan Intwala},
 title = {{Spatio-Angular Resolution Tradeoffs in Integral Photography}},
 pages = {263--272},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/263-272.pdf},
 DOI = {10.2312/EGWR/EGSR06/263-272}
}
@inproceedings{EGSR06:273-284:2006,
 crossref = {EGSR06-proc},
 author = {Tom Mertens and Jan Kautz and Jiawen Chen and Philippe Bekaert and Frédo Durand},
 title = {{Texture Transfer Using Geometry Correlation}},
 pages = {273--284},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/273-284.pdf},
 DOI = {10.2312/EGWR/EGSR06/273-284}
}
@inproceedings{EGSR06:285-296:2006,
 crossref = {EGSR06-proc},
 author = {Hongzhi Wu and Li-Yi Wei and Xi Wang and Baining Guo},
 title = {{Silhouette Texture}},
 pages = {285--296},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/285-296.pdf},
 DOI = {10.2312/EGWR/EGSR06/285-296}
}
@inproceedings{EGSR06:297-303:2006,
 crossref = {EGSR06-proc},
 author = {Ran Gal and Olga Sorkine and Daniel Cohen-Or},
 title = {{Feature-Aware Texturing}},
 pages = {297--303},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/297-303.pdf},
 DOI = {10.2312/EGWR/EGSR06/297-303}
}
@inproceedings{EGSR06:305-312:2006,
 crossref = {EGSR06-proc},
 author = {Volker Scholz and Marcus Magnor},
 title = {{Texture Replacement of Garments in Monocular Video}},
 pages = {305--312},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/305-312.pdf},
 DOI = {10.2312/EGWR/EGSR06/305-312}
}
@inproceedings{EGSR06:313-318:2006,
 crossref = {EGSR06-proc},
 author = {Pau Estalella and Ignacio Martin and George Drettakis and Dani Tost},
 title = {{A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects}},
 pages = {313--318},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/313-318.pdf},
 DOI = {10.2312/EGWR/EGSR06/313-318}
}
@inproceedings{EGSR06:319-329:2006,
 crossref = {EGSR06-proc},
 author = {Jens Kr{\"u}ger and Kai B{\"u}rger and R{\"u}diger Westermann},
 title = {{Interactive Screen-Space Accurate Photon Tracing on GPUs}},
 pages = {319--329},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/319-329.pdf},
 DOI = {10.2312/EGWR/EGSR06/319-329}
}
@inproceedings{EGSR06:331-341:2006,
 crossref = {EGSR06-proc},
 author = {Songhua Xu and Francis C. M. Lau and Hao Jiang and Yunhe Pan},
 title = {{A Novel Method for Fast and High-Quality Rendering of Hair}},
 pages = {331--341},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/331-341.pdf},
 DOI = {10.2312/EGWR/EGSR06/331-341}
}
@inproceedings{EGSR06:343-348:2006,
 crossref = {EGSR06-proc},
 author = {Janne Kontkanen and Timo Aila},
 title = {{Ambient Occlusion for Animated Characters}},
 pages = {343--348},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/343-348.pdf},
 DOI = {10.2312/EGWR/EGSR06/343-348}
}
@inproceedings{EGSR06:349-360:2006,
 crossref = {EGSR06-proc},
 author = {Gregory Lecot and Bruno Levy},
 title = {{Ardeco: Automatic Region DEtection and COnversion}},
 pages = {349--360},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/349-360.pdf},
 DOI = {10.2312/EGWR/EGSR06/349-360}
}
@inproceedings{EGSR06:361-370:2006,
 crossref = {EGSR06-proc},
 author = {Alexander Kolliopoulos and Jack M. Wang and Aaron Hertzmann},
 title = {{Segmentation-Based 3D Artistic Rendering}},
 pages = {361--370},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/361-370.pdf},
 DOI = {10.2312/EGWR/EGSR06/361-370}
}
@inproceedings{EGSR06:371-376:2006,
 crossref = {EGSR06-proc},
 author = {Lincoln Ritter and Wilmot Li and Brian Curless and Maneesh Agrawala and David Salesin},
 title = {{Painting With Texture}},
 pages = {371--376},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/371-376.pdf},
 DOI = {10.2312/EGWR/EGSR06/371-376}
}
@inproceedings{EGSR06:377-387:2006,
 crossref = {EGSR06-proc},
 author = {Forrester Cole and Doug DeCarlo and Adam Finkelstein and Kenrick Kin and Keith Morley and Anthony Santella},
 title = {{Directing Gaze in 3D Models with Stylized Focus}},
 pages = {377--387},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/377-387.pdf},
 DOI = {10.2312/EGWR/EGSR06/377-387}
}
@inproceedings{EGSR06:389-397:2006,
 crossref = {EGSR06-proc},
 author = {Benjamin Segovia and Jean Claude Iehl and Richard Mitanchey and Bernard Péroche},
 title = {{Bidirectional Instant Radiosity}},
 pages = {389--397},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/389-397.pdf},
 DOI = {10.2312/EGWR/EGSR06/389-397}
}
@inproceedings{EGSR06:399-407:2006,
 crossref = {EGSR06-proc},
 author = {Addy Ngan and Frédo Durand and Wojciech Matusik},
 title = {{Image-driven Navigation of Analytical BRDF Models}},
 pages = {399--407},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/399-407.pdf},
 DOI = {10.2312/EGWR/EGSR06/399-407}
}
@inproceedings{EGSR06:409-417:2006,
 crossref = {EGSR06-proc},
 author = {Craig Donner and Henrik Wann Jensen},
 title = {{A Spectral BSSRDF for Shading Human Skin}},
 pages = {409--417},
 URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR06/409-417.pdf},
 DOI = {10.2312/EGWR/EGSR06/409-417}
}

@Proceedings{EGrend90-proc,
 booktitle = {Rendering Techniques '90},
 title =	   {Eurographics Workshop on Photosimulation, Realism and Physics in Computer Graphics},
 note =    {Proc.\ 1st Eurographics Rendering Workshop, Rennes,
	    France, June~11--13, 1990},
 year =      {1990},
 editor =    {Kadi Bouatouch and Christian Bouville},
 series =    {Eurographics},
 publisher = {Imprimerie de l'universit{\'e} de Rennes}}


@Proceedings{EGrend91-proc,
 booktitle = {Rendering Techniques '91},
 title =	   {Photorealistic Rendering in Computer Graphics},
 note =    {Proc.\ 2nd Eurographics Rendering Workshop, Barcelona,
	    Spain, May, 1991},
 year =      {1991},
 editor =    {Pere Brunet and Frederik W. Jansen},
 series =    {Eurographics},
 publisher = {Springer-Verlag Berlin Heidelberg New York}}

@Proceedings{EGrend92-proc,
 booktitle = {Rendering Techniques '92},
 title =	   {Rendering Techniques '92},
 note =    {Proc.\ 3rd Eurographics Rendering Workshop, Bristol,
	    England, May~17--20, 1992},
 year =      {1992},
 editor =    {Alan Chalmers and Derek Paddon and Fran\c{c}ois Sillion},
 series =    {Eurographics},
 publisher = {Consolidation Express Bristol}}


@Proceedings{EGrend93-proc,
 booktitle = {Rendering Techniques '93},
 title =	   {Rendering Techniques '93},
 note =    {Proc.\ 4th Eurographics Rendering Workshop, Paris,
	    France, June~14--16, 1993},
 year =      {1993},
 editor =    {Michael Cohen and Claude Puech and Fran\c{c}ois Sillion},
 series =    {Eurographics},
 publisher = {Consolidation Express Bristol}}

@Proceedings{EGrend94-proc,
 booktitle = {Rendering Techniques '94},
 title =	   {Photorealistic Rendering Techniques},
 note =    {Proc.\ 5th Eurographics Rendering Workshop, Darmstadt,
	    Germany, June~13--15, 1994},
 year =      {1994},
 editor =    {Georgios Sakas and Peter Shirley and Stefan M{\"u}ller},
 series =    {Eurographics},
 publisher = {Springer-Verlag Berlin Heidelberg New York}}

@Proceedings{EGrend95-proc,
 booktitle = {Rendering Techniques '95},
 title =	   {Rendering Techniques '95},
 note =    {Proc.\ 6th Eurographics Rendering Workshop, Dublin,
	    Ireland, June~12--14, 1995},
 year =      {1995},
 editor =    {Patrick M. Hanrahan and Werner Purgathofer},
 series =    {Eurographics},
 publisher = {Springer-Verlag Wien New York}}


@Proceedings{EGrend96-proc,
 booktitle = {Rendering Techniques '96},
 title =	   {Rendering Techniques '96},
 note =    {Proc.\ 7th Eurographics Rendering Workshop, Porto,
	    Portugal, June~17--19, 1996},
 year =      {1996},
 editor =    {Xavier Pueyo and Peter Schr{\"o}der},
 series =    {Eurographics},
 publisher = {Springer-Verlag Wien New York}}

@Proceedings{EGrend97-proc,
 booktitle = {Rendering Techniques '97},
 title =	   {Rendering Techniques '97},
 note =    {Proc.\ 8th Eurographics Rendering Workshop, Saint Etienne,
	    France, June~16--18, 1997},
 year =      {1997},
 editor =    {Julie Dorsey and Philipp Slusallek},
 series =    {Eurographics},
 publisher = {Springer-Verlag Wien New York}}

@Proceedings{EGrend98-proc,
 booktitle =    {Rendering Techniques '98},
 title =	      {Rendering Techniques '98},
 note =         {Proc.\ 9th Eurographics Rendering Workshop, Vienna,
	       Austria, June~29\,--\,July~1, 1998},
 year =  {1998},
 editor =       {George Drettakis and Nelson Max},
 series =       {Eurographics},
 publisher =    {Springer-Verlag Wien New York}}


@Proceedings{EGrend99-proc,
 booktitle = {Rendering Techniques '99},
 title =	   {Rendering Techniques '99},
 note =    {Proc.\ 10th Eurographics Rendering Workshop, Granada,
	       Spain, June~21--23, 1999},
 year =      {1999},
 editor =    {Dani Lischinski and Greg Ward Larson},
 series =    {Eurographics},
 publisher = {Springer-Verlag Wien New York}}


@proceedings{EGSR02-proc,
 editor = {P. Debevec and S. Gibson},
 title = {{P}roceedings of the 13th {E}urographics workshop on {R}endering},
 year = {2002},
 issn = {1727-3463},
 address = {Pisa, Italy},
 publisher = {Eurographics Association},
 }

@proceedings{EGSR03-proc,
 editor = {Philip Dutr{\'e} and Frank Suykens and Per H. Christensen and Daniel Cohen-Or},
 title = {{Proceedings of the 14th Eurographics workshop on Rendering}},
 year = {2003},
 isbn = {3-905673-03-7},
 issn = {1727-3463},
 address = {Leuven, Belgium},
 publisher = {Eurographics Association},
 }

@proceedings{EGSR04-proc,
editor = {Alexander Keller and Henrik Wann Jensen},
title = {{Eurographics Symposium on Rendering}},
year = {2004},
isbn = {3-905673-12-6},
issn = {1727-3463},
address = {Norrk{\"o}ping, Sweden},
publisher = {Eurographics Association},
 }

@proceedings{EGSR05-proc,
editor = {Kavita Bala and Philip Dutr{\'e}},
title = {{Eurographics Symposium on Rendering}},
year = {2005},
isbn = {3-905673-23-1},
issn = {1727-3463},
address = {Konstanz, Germany},
publisher = {Eurographics Association},
 }

@proceedings{EGSR06-proc,
 editor = {Tomas Akenine-M{\"o}ller and Wolfgang Heidrich},
 title = {Eurographics Workshop/ Symposium on Rendering},
 year = {2006},
 isbn = {3-905673-35-5},
 issn = {1727-3463},
 address = {Nicosia, Cyprus},
 publisher = {Eurographics Association}
}

%-----------------------------------------------------------------------------------
%---------------------------------------2007-------------------------------
@inproceedings{EGSR07:9-9:2007,
crossref = {EGSR07-proc},
author = {William T. Freeman},
title = {{The Random Camera, the Coded Aperture Camera, and Other Cameras }},
pages = {9-9},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/009-009.pdf},
DOI = {10.2312/EGWR/EGSR07/009-009},
abstract = {I?ll describe two cameras and a comparison of many cameras. In the random camera, we use a ?lens? which creates a pseudo-random relationship between incoming light rays and resulting sensor locations. We studied various properties (both good and bad) of the resulting camera and have built a prototype. The coded aperture camera is a conventional SLR camera but with a coded pattern of holes in the aperture. This gives a depthdependent blur which is both easy to identify and easy to deblur, allowing us to estimate, from the captured image, both an all-focus image and (roughly) the depth everywhere. Finally, we analyze cameras as linear projections of the 4-d lightfield and develop a Bayesian framework to study how well any given camera can recover the incident lightfield from its data. This gives a common framework in which to compare the performance of ordinary lenses, stereo cameras, random cameras, lenticular arrays, pinhole cameras, coded aperture cameras, etc. Joint work with Frédo Durand, Rob Fergus, Anat Levin, and Antonio Torralba.}
}

@inproceedings{EGSR07:11-11:2007,
crossref = {EGSR07-proc},
author = {Neil Gatenby},
title = {{Global Illumination for the Masses }},
pages = {11-11},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/011-011.pdf},
DOI = {10.2312/EGWR/EGSR07/011-011},
abstract = {Global Illumination (GI) algorithms came to fruition in the Graphics labs of USA, Europe, Japan, and beyond, during the 1980s and 1990s. The researchers who developed the algorithms had expert knowledge of the underlying physics, and an even more expert knowledge of how their own software behaved (and misbehaved!). Ten years ago, only the most specialised applications contained GI rendering algorithms ? those targetted at architects, or automotive manufacturers, or digital imagery for movies/advertising. The number of seats was always small, and the price per seat was always large. Radiosity, ray tracing and photon mapping, final gathering, irradiance caches and the use of MC and QMC importance sampling may all appear on an undergraduate graphics course in 2007, but they are still not the kind of thing one overhears being discussed in the average public house, or cafe! Yet today, it is hard to find AEC or MCAD software that does not contain such algorithms. Many of the public houses and cafes where the algorithms are not discussed contain customers who have kitchen (or bathroom, or garden) design software on their PC/Mac at home. They might not use it very often, nor explore its limits when they do use it, but use it they do. There are many millions of such users, and none of them has paid very much for the software in question. This talk will discuss the difficulties and opportunities that arise when designing GI software for such a market place, and will outline some of the shortcuts and tricks that are commonly employed by those writing the code.}
}

@inproceedings{EGSR07:13-21:2007,
crossref = {EGSR07-proc},
author = {Rui Wang and Jiajun Zhu and Greg Humphreys},
title = {{Precomputed Radiance Transfer for Real-time Indirect Lighting using a Spectral Mesh Basis}},
pages = {13-21},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/013-021.pdf},
DOI = {10.2312/EGWR/EGSR07/013-021},
abstract = {Simulating indirect lighting effects has been a challenging topic in many real-time rendering and design applications. This paper presents a novel method, based on precomputed radiance transfer, for rendering physically based, multi-bounce indirect lighting in real-time. Our key idea is to represent both the direct lighting and precomputed diffuse indirect transfer using a spectral mesh basis set derived from an arbitrary scene model [KG00]. The complete spectral basis set can approximate a spatially varying function to any degree of accuracy. For indirect lighting, we show that only 60 ~ 100 sparse basis coefficients suffice to achieve high accuracy, due to the low-frequency nature of indirect illumination. This reduces the run-time computation of per-vertex diffuse indirect lighting to simple inner products of two sparse vectors: one representing the dynamic direct lighting, and the other representing the precomputed direct to indirect transfer. The key advantage using this approach is that we are not restricted to parameterized models or any particular mesh topology. Our method simulates multiple diffuse interreflections while at the same time permitting dynamically changing surface albedos. In addition, we approximate the final bounce of glossy interreflection using a standard BRDF SH projection. Finally, we demonstrate high-quality indirect lighting effects rendered at 15 ~ 30 fps with dynamically changing lighting and materials.}
}

@inproceedings{EGSR07:23-34:2007,
crossref = {EGSR07-proc},
author = {Wei-Wen Feng and Liang Peng and Yuntao Jia and Yizhou Yu},
title = {{Large-Scale Data Management for PRT-Based Real-Time Rendering of Dynamically Skinned Models}},
pages = {23-34},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/023-034.pdf},
DOI = {10.2312/EGWR/EGSR07/023-034},
abstract = {Computer games and real-time applications frequently adopt mesh skinning as a deformation technique for virtual characters and articulated objects. Rendering skinned models with global shading effects, such as interreflection and subsurface scattering, using precomputed radiance transfer enables high-quality real-time display of dynamically deformed objects. In this approach, we need to precompute radiance transfer for many sampled poses. Resulting datasets reach hundreds of gigabytes, and are orders of magnitude larger than those for a static object. This paper presents simple but effective large-scale data management techniques so that runtime data communication, decompression and interpolation can be performed efficiently and accurately. Specifically, we have developed a mesh clustering technique based on spectral graph partitioning to facilitate interpolation from nearest neighbors and an incremental clustering method for transfer matrix compression. By exploiting additional data redundancies among different sampled poses, we can achieve higher compression ratios with the same fidelity. Our incremental clustering can make the runtime cost of per-frame data decompression and interpolation satisfy a prescribed upper bound. As a result, we can achieve real-time performance using the massive precomputed data and an efficient runtime algorithm.}
}

@inproceedings{EGSR07:35-44:2007,
crossref = {EGSR07-proc},
author = {Kei Iwasaki and Yoshinori Dobashi and Fujiichi Yoshimoto and Tomoyuki Nishita},
title = {{Precomputed Radiance Transfer for Dynamic Scenes Taking into Account Light Interreflection }},
pages = {35-44},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/035-044.pdf},
DOI = {10.2312/EGWR/EGSR07/035-044},
abstract = {Fast rendering of dynamic scenes taking into account global illumination is one of the most challenging tasks in computer graphics. This paper proposes a new precomputed radiance transfer (PRT) method for rendering dynamic scenes of rigid objects taking into account interreflections of light between surfaces with diffuse and glossy BRDFs. To compute the interreflections of light between rigid objects, we consider the objects as secondary light sources. We represent the intensity distributions on the surface of the objects with a linear combination of basis functions. We then calculate a component of the irradiance per basis function at each vertex of the object when illuminated by the secondary light source. We call this component of the irradiance, the basis irradiance. The irradiance is represented with a linear combination of the basis irradiances, which are computed efficiently at run-time by using a PRT technique. By using the basis irradiance, the calculation of multiple-bounce interreflected light is simplified and can be evaluated very quickly. We demonstrate the real-time rendering of dynamic scenes for low-frequency lighting and rendering for all-frequency lighting at interactive frame rates.}
}

@inproceedings{EGSR07:45-50:2007,
crossref = {EGSR07-proc},
author = {Daniel Scherzer and Stefan Jeschke and Michael Wimmer},
title = {{Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence }},
pages = {45-50},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/045-050.pdf},
DOI = {10.2312/EGWR/EGSR07/045-050},
abstract = {Shadow mapping suffers from spatial aliasing (visible as blocky shadows) as well as temporal aliasing (visible as flickering). Several methods have already been proposed for reducing such artifacts, but so far none is able to provide satisfying results in real time. This paper extends shadow mapping by reusing information of previously rasterized images, stored efficiently in a so-called history buffer. This buffer is updated in every frame and then used for the shadow calculation. In combination with a special confidence-based method for the history buffer update (based on the current shadow map), temporal and spatial aliasing can be completely removed. The algorithm converges in about 10 to 60 frames and during convergence, shadow borders are sharpened over time. Consequently, in case of real-time frame rates, the temporal shadow adaption is practically imperceptible. The method is simple to implement and is as fast as uniform shadow mapping, incurring only the minor speed hit of the history buffer update. It works together with advanced filtering methods like percentage closer filtering and more advanced shadow mapping techniques like perspective or light space perspective shadow maps.}
}

@inproceedings{EGSR07:51-60:2007,
crossref = {EGSR07-proc},
author = {Thomas Annen and Tom Mertens and Philippe Bekaert and Hans-Peter Seidel and Jan Kautz},
title = {{Convolution Shadow Maps}},
pages = {51-60},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/051-060.pdf},
DOI = {10.2312/EGWR/EGSR07/051-060},
abstract = {We present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the binary shadow test. We linearize the problem by approximating shadow test as a weighted summation of basis terms. We demonstrate the usefulness of this representation, and show that hardware-accelerated anti-aliasing techniques, such as tri-linear filtering, can be applied naturally to Convolution Shadow Maps. Our approach can be implemented very efficiently in current generation graphics hardware, and offers real-time frame rates.}
}

@inproceedings{EGSR07:61-72:2007,
crossref = {EGSR07-proc},
author = {Tobias Ritschel and Thorsten Grosch and Jan Kautz and Stefan Mueller},
title = {{Interactive Illumination with Coherent Shadow Maps }},
pages = {61-72},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/061-072.pdf},
DOI = {10.2312/EGWR/EGSR07/061-072},
abstract = {We present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps (CSMs). It is well-known that visibility queries dominate the cost of physically based rendering. Precomputing all visibility events, for instance in the form of many shadow maps, enables fast queries and allows for real-time computation of illumination but requires prohibitive amounts of storage. We propose a lossless compression scheme for visibility information based on shadow maps that efficiently exploits coherence. We demonstrate a Monte Carlo renderer for direct lighting using CSMs that runs entirely on graphics hardware. We support spatially varying BRDFs, normal maps, and environment maps ? all with high frequencies, spatial as well as angular. Multiple dynamic rigid objects can be combined in a scene. As opposed to precomputed radiance transfer techniques, that assume distant lighting, our method includes distant lighting as well as local area lights of arbitrary shape, varying intensity, or anisotropic light distribution that can freely vary over time.}
}

@inproceedings{EGSR07:73-84:2007,
crossref = {EGSR07-proc},
author = {Sung-Eui Yoon and Sean Curtis and Dinesh Manocha},
title = {{Ray Tracing Dynamic Scenes using Selective Restructuring}},
pages = {73-84},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/073-084.pdf},
DOI = {10.2312/EGWR/EGSR07/073-084},
abstract = {We present a novel algorithm to selectively restructure bounding volume hierarchies (BVHs) for ray tracing dynamic scenes. We derive two new metrics to evaluate the culling efficiency and restructuring benefit of any BVH. Based on these metrics, we perform selective restructuring operations that efficiently reconstruct small portions of a BVH instead of the entire BVH. Our approach is general and applicable to complex and dynamic scenes, including topological changes. We use the selective restructuring algorithm to improve the performance of ray tracing dynamic scenes that consist of hundreds of thousands of triangles. In our benchmarks, we observe up to an order of magnitude improvement over prior BVH-based ray tracing algorithms.}
}

@inproceedings{EGSR07:85-98:2007,
crossref = {EGSR07-proc},
author = {Ryan Overbeck and Ravi Ramamoorthi and William R. Mark},
title = {{A Real-time Beam Tracer with Application to Exact Soft Shadows }},
pages = {85-98},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/085-098.pdf},
DOI = {10.2312/EGWR/EGSR07/085-098},
abstract = {Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods either scale poorly with scene geometry or place restrictions on geometry and/or light source size and shape. Beam tracing is one solution which has historically been considered too slow and complicated for most practical rendering applications. Beam tracing?s performance has been hindered by complex geometry intersection tests, and a lack of good acceleration structures with efficient algorithms to traverse them. We introduce fast new algorithms for beam tracing, specifically for beam?triangle intersection and beam?kd-tree traversal. The result is a beam tracer capable of calculating precise primary visibility and point light shadows in real-time. Moreover, beam tracing provides full area elements instead of point samples, which allows us to maintain coherence through to secondary effects and utilize the GPU for high quality antialiasing and shading with minimal extra cost. More importantly, our analysis shows that beam tracing is particularly well suited to soft shadows from area lights, and we generate essentially exact noise-free soft shadows for complex scenes in seconds rather than minutes or hours.}
}

@inproceedings{EGSR07:99-110:2007,
crossref = {EGSR07-proc},
author = {David Roger and Ulf Assarsson and Nicolas Holzschuch},
title = {{Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU}},
pages = {99-110},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/099-110.pdf},
DOI = {10.2312/EGWR/EGSR07/099-110},
abstract = {In this paper, we present a new algorithm for interactive rendering of animated scenes with Whitted Ray-Tracing, running on the GPU. We focus our attention on the secondary rays (the rays generated by one or more bounces on specular objects), and use the GPU rasterizer for primary rays. Our algorithm is based on a ray-space hierarchy, allowing us to handle truly dynamic scenes without the need to rebuild or update the scene hierarchy. The rayspace hierarchy is entirely built on the GPU for every frame, using a very fast process. Traversing the ray-space hierarchy is also done on the GPU; one of the benefits of using a ray-space hierarchy is that we have a single shader, and a fixed number of passes. After traversing each level of the hierarchy, we prune empty branches using a stream reduction method. We present two different stream reduction methods, a fast one using a hierarchical algorithm, and an easy one using the Geometry shaders. Our algorithm results in interactive rendering with specular reflections and shadows for moderately complex scenes (~ 700K triangles), handles any kind of dynamic or unstructured scenes without any pre-processing, and scales well with both the scene complexity and the image resolution.}
}

@inproceedings{EGSR07:111-120:2007,
crossref = {EGSR07-proc},
author = {Nicolas Tsingos and Carsten Dachsbacher and Sylvain Lefebvre and Matteo Dellepiane},
title = {{Instant Sound Scattering }},
pages = {111-120},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/111-120.pdf},
DOI = {10.2312/EGWR/EGSR07/111-120},
abstract = {Real-time sound rendering engines often render occlusion and early sound reflection effects using geometrical techniques such as ray or beam tracing. They can only achieve interactive rendering for environments of low local complexity resulting in crude effects which can degrade the sense of immersion. However, surface detail or complex dynamic geometry has a strong influence on sound propagation and the resulting auditory perception. This paper focuses on high-quality modeling of first-order sound scattering. Based on a surface-integral formulation and the Kirchhoff approximation, we propose an efficient evaluation of scattering effects, including both diffraction and reflection, that leverages programmable graphics hardware for dense sampling of complex surfaces. We evaluate possible surface simplification techniques and show that combined normal and displacement maps can be successfully used for audio scattering calculations. We present an auralization framework that can render scattering effects interactively thus providing a more compelling experience. We demonstrate that, while only considering first order phenomena, our approach can provide realistic results for a number of practical interactive applications. It can also process highly detailed models containing millions of unorganized triangles in minutes, generating high-quality scattering filters. Resulting simulations compare well with on-site recordings showing that the Kirchhoff approximation can be used for complex scattering problems.}
}

@inproceedings{EGSR07:121-126:2007,
crossref = {EGSR07-proc},
author = {Andrew Adams and Marc Levoy},
title = {{General Linear Cameras with Finite Aperture}},
pages = {121-126},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/121-126.pdf},
DOI = {10.2312/EGWR/EGSR07/121-126},
abstract = {A pinhole camera selects a two-dimensional set of rays from the four-dimensional light field. Pinhole cameras are a type of general linear camera, defined as planar 2D slices of the 4D light field. Cameras with finite apertures can be considered as the summation of a collection of pinhole cameras. In the limit they evaluate a two-dimensional integral of the four-dimensional light field. Hence a general linear camera with finite aperture factors the 4D light field into two integrated dimensions and two imaged dimensions. We present a simple framework for representing these slices and integral projections, based on certain eigenspaces in a two-plane parameterization of the light field. Our framework allows for easy analysis of focus and perspective, and it demonstrates their dual nature. Using our framework, we present analogous taxonomies of perspective and focus, placing within them the familiar perspective, orthographic, cross-slit, and bilinear cameras; astigmatic and anastigmatic focus; and several other varieties of perspective and focus.}
}

@inproceedings{EGSR07:127-138:2007,
crossref = {EGSR07-proc},
author = {Yoshikuni Nomura and Li Zhang and Shree K. Nayar},
title = {{Scene Collages and Flexible Camera Arrays }},
pages = {127-138},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/127-138.pdf},
DOI = {10.2312/EGWR/EGSR07/127-138},
abstract = {This paper presents an automatic method for creating a collage from a collection of photos of a scene taken from different viewpoints. The collage is constructed by aligning the images (in terms of their positions, rotations and scales) using a least-squares formulation. We have developed a graph-based optimization algorithm for layering the images so as to minimize the fragmentation of the collage. A collage can be displayed with opaque layers, with transparent layers, or with blended image boundaries. A scene collage can be viewed as a piece-wise perspective representation of a scene with visible seams. This representation has not only aesthetic value but also conveys scene structure and camera motion in an intuitive way. To capture live-action collages of dynamic scenes we have developed camera arrays that can be physically flexed by the user to continuously vary the composition of the scene. The design of our camera arrays enables a user to reconfigure them in terms of the spatial arrangement of the cameras in a matter of minutes. We show several still and dynamic examples that demonstrate that scene collages provide a new and interesting way to experience scenes.}
}

@inproceedings{EGSR07:139-146:2007,
crossref = {EGSR07-proc},
author = {David Vanderhaeghe and Pascal Barla and Joelle Thollot and Francois X. Sillion},
title = {{Dynamic Point Distribution for Stroke-based Rendering }},
pages = {139-146},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/139-146.pdf},
DOI = {10.2312/EGWR/EGSR07/139-146},
abstract = {We present a new point distribution algorithm that is well adapted to stroke-based rendering systems. Its main characteristic is to deal efficiently with three conflicting constraints: the distribution of points should retain a good repartition in 2D; their motion should tightly follow the target motion in the underlying scene; and as few points as possible should be added or deleted from frame to frame. We show that previous methods fail to meet at least one of these constraints in the general case, as opposed to our approach that is independent of scene complexity and motion. As a result, our algorithm is able to take 3D scenes as well as videos as input and create non-uniform distributions with good temporal coherence and density properties. To illustrate it, we show applications in four different styles: stippling, pointillism, hatching and painterly.}
}

@inproceedings{EGSR07:147-157:2007,
crossref = {EGSR07-proc},
author = {Eugene d'Eon and David Luebke and Eric Enderton},
title = {{Efficient Rendering of Human Skin}},
pages = {147-157},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/147-157.pdf},
DOI = {10.2312/EGWR/EGSR07/147-157},
abstract = {Existing offline techniques for modeling subsurface scattering effects in multi-layered translucent materials such as human skin achieve remarkable realism, but require seconds or minutes to generate an image. We demonstrate rendering of multi-layer skin that achieves similar visual quality but runs orders of magnitude faster. We show that sums of Gaussians provide an accurate approximation of translucent layer diffusion profiles, and use this observation to build a novel skin rendering algorithm based on texture space diffusion and translucent shadow maps. Our technique requires a parameterized model but does not otherwise rely on any precomputed information, and thus extends trivially to animated or deforming models. We achieve about 30 frames per second for realistic real-time rendering of deformable human skin under dynamic lighting.}
}

@inproceedings{EGSR07:159-170:2007,
crossref = {EGSR07-proc},
author = {Jinwei Gu and Ravi Ramamoorthi and Peter Belhumeur and Shree Nayar},
title = {{Dirty Glass: Rendering Contamination on Transparent Surfaces }},
pages = {159-170},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/159-170.pdf},
DOI = {10.2312/EGWR/EGSR07/159-170},
abstract = {Rendering of clean transparent objects has been well studied in computer graphics. However, real-world transparent objects are seldom clean?their surfaces have a variety of contaminants such as dust, dirt, and lipids. These contaminants produce a number of complex volumetric scattering effects that must be taken into account when creating photorealistic renderings. In this paper, we take a step toward modeling and rendering these effects. We make the assumption that the contaminant is an optically thin layer and construct an analytic model following results in radiative transport theory and computer graphics. Moreover, the spatial textures created by the different types of contamination are also important in achieving visual realism. To this end, we measure the spatially varying thicknesses and the scattering parameters of a number of glass panes with various types of dust, dirt, and lipids. We also develop a simple interactive synthesis tool to create novel instances of the measured contamination patterns. We show several results that demonstrate the use of our scattering model for rendering 3D scenes, as well as modifying real 2D photographs.}
}

@inproceedings{EGSR07:171-182:2007,
crossref = {EGSR07-proc},
author = {Kshitiz Garg and Gurunandan G. Krishnan and Shree K. Nayar},
title = {{Material Based Splashing of Water Drops }},
pages = {171-182},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/171-182.pdf},
DOI = {10.2312/EGWR/EGSR07/171-182},
abstract = {The splashing of a water drop is a fascinating phenomenon that results from a variety of complex interactions between the drop and the material it impacts. In general, the distribution of droplets of a splash depends on the drop size and velocity; the surface roughness, rigidity, and wetness; and the angle of impact. Given the number of factors involved, it is difficult to develop an analytical model for the splash distribution. Instead, we take an empirical approach. We have measured the splashing behaviors of 22 different materials that are commonly found in the real world. These materials can be broadly classified as rough (e.g., wood and brick), smooth (e.g., marble and glass), flexible (e.g., silk and paper), and miscellaneous (e.g., water and moss). We have developed a stochastic model for splash distribution that builds upon empirical models previously developed in fluid dynamics and meteorology. Our model is simple and only requires 7 coefficients for generating splashes for head-on impact for a material. A more general model for generating splashes for arbitrary impact angles (due to surface inclination or wind) requires 54 coefficients. The models of different materials may be combined to generate physically plausible splashes for novel materials that have not been measured. Our model is applicable for rendering splashes due to rain as well as water drops falling from large heights such as windowsills, trees, and rooftops.}
}

@inproceedings{EGSR07:183-194:2007,
crossref = {EGSR07-proc},
author = {Wan-Chun Ma and Tim Hawkins and Pieter Peers and Charles-Felix Chabert and Malte Weiss and Paul Debevec},
title = {{Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination }},
pages = {183-194},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/183-194.pdf},
DOI = {10.2312/EGWR/EGSR07/183-194},
abstract = {We estimate surface normal maps of an object from either its diffuse or specular reflectance using four spherical gradient illumination patterns. In contrast to traditional photometric stereo, the spherical patterns allow normals to be estimated simultaneously from any number of viewpoints. We present two polarized lighting techniques that allow the diffuse and specular normal maps of an object to be measured independently. For scattering materials, we show that the specular normal maps yield the best record of detailed surface shape while the diffuse normals deviate from the true surface normal due to subsurface scattering, and that this effect is dependent on wavelength. We show several applications of this acquisition technique. First, we capture normal maps of a facial performance simultaneously from several viewing positions using time-multiplexed illumination. Second, we show that highresolution normal maps based on the specular component can be used with structured light 3D scanning to quickly acquire high-resolution facial surface geometry using off-the-shelf digital still cameras. Finally, we present a realtime shading model that uses independently estimated normal maps for the specular and diffuse color channels to reproduce some of the perceptually important effects of subsurface scattering.}
}

@inproceedings{EGSR07:195-206:2007,
crossref = {EGSR07-proc},
author = {Bruce Walter and Stephen R. Marschner and Hongsong Li and Kenneth E. Torrance},
title = {{Microfacet Models for Refraction through Rough Surfaces }},
pages = {195-206},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/195-206.pdf},
DOI = {10.2312/EGWR/EGSR07/195-206},
abstract = {Microfacet models have proven very successful for modeling light reflection from rough surfaces. In this paper we review microfacet theory and demonstrate how it can be extended to simulate transmission through rough surfaces such as etched glass. We compare the resulting transmission model to measured data from several real surfaces and discuss appropriate choices for the microfacet distribution and shadowing-masking functions. Since rendering transmission through media requires tracking light that crosses at least two interfaces, good importance sampling is a practical necessity. Therefore, we also describe efficient schemes for sampling the microfacet models and the corresponding probability density functions.}
}

@inproceedings{EGSR07:207-218:2007,
crossref = {EGSR07-proc},
author = {R. Peter Weistroffer and Kristen R. Walcott and Greg Humphreys and Jason Lawrence},
title = {{Efficient Basis Decomposition for Scattered Reflectance Data }},
pages = {207-218},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/207-218.pdf},
DOI = {10.2312/EGWR/EGSR07/207-218},
abstract = {Recent progress in acquisition technology has increased the availability and quality of measured appearance data. Although representations based on dimensionality reduction provide the greatest fidelity to measured data, they require assembling a high-resolution and regularly sampled matrix from sparse and non-uniformly scattered input. Constructing and processing this immense matrix becomes a significant computational bottleneck. We describe a technique for performing basis decomposition directly from scattered measurements. Our approach is flexible in how the basis is represented and can accommodate any number of linear constraints on the factorization. Because its time- and space-complexity is proportional to the number of input measurements and the size of the output, we are able to decompose multi-gigabyte datasets faster and at lower error rates than currently available techniques. We evaluate our approach by representing measured spatially-varying reflectance within a reduced linear basis defined over radial basis functions and a database of measured BRDFs.}
}

@inproceedings{EGSR07:219-230:2007,
crossref = {EGSR07-proc},
author = {Gero Mueller and Ralf Sarlette and Reinhard Klein},
title = {{Procedural Editing of Bidirectional Texture Functions }},
pages = {219-230},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/219-230.pdf},
DOI = {10.2312/EGWR/EGSR07/219-230},
abstract = {Measured material representations like Bidirectional Texture Functions or Reflectance Fields offer very realistic appearance but the user is currently not capable of changing this appearance in an effective and intuitive way. Such editing operations would require a low-dimensional but expressive model for appearance that exposes only a small set of intuitively editable parameters (1D-sliders, 2D-maps) to the user but preserves all visually relevant details. In this paper we present a novel editing technique for complex spatially varying materials. It is based on the observation that we are already good in modeling the basic geometric structure of many natural and manmade materials but still have not found effective models for the detailed small-scale geometry and the interaction of light with these materials. Our main idea is to use procedural geometry to define the basic structure of a material and then to enrich this structure with the BTF information captured from real materials. By employing recent algorithms for real-time texture synthesis and BTF compression our technique allows interactive editing.}
}

@inproceedings{EGSR07:231-242:2007,
crossref = {EGSR07-proc},
author = {Jonathan T. Moon and Bruce Walter and Stephen R. Marschner},
title = {{Rendering Discrete Random Media Using Precomputed Scattering Solutions}},
pages = {231-242},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/231-242.pdf},
DOI = {10.2312/EGWR/EGSR07/231-242},
abstract = {This paper addresses light transport through a discrete random medium, which we define as a volume filled with macroscopic scattering geometry generated by a random process. This formulation is more general than standard radiative transport, because it can be applied to media that are made up of closely packed scatterers. A new approach to rendering these media is introduced, based on precomputed solutions to a local multiple scattering problem, including a new algorithm for generating paths through random media that moves through the interior of the medium in large strides without considering individual scattering events. A method for rendering homogeneous isotropic random media is described that generates paths using precomputed scattering solutions compressed and randomly sampled using Nonnegative Matrix Factorization. It can efficiently render discrete media, such as a large pile of glass objects, in which the individual scatterers are visible. The method is demonstrated on scenes containing tens of thousands of transparent, specular objects that are nearly impossible to render with standard global illumination techniques.}
}

@inproceedings{EGSR07:243-251:2007,
crossref = {EGSR07-proc},
author = {Craig Donner and Henrik Wann Jensen},
title = {{Rendering Translucent Materials Using Photon Diffusion}},
pages = {243-251},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/243-251.pdf},
DOI = {10.2312/EGWR/EGSR07/243-251},
abstract = {We present a new algorithm for rendering translucent materials that combines photon tracing with diffusion. This combination makes it possible to efficiently render highly scattering translucent materials while accounting for internal blockers, complex geometry, translucent inter-scattering, and transmission and refraction of light at the boundary causing internal caustics. These effects cannot be accounted for with previous rendering approaches using the dipole or multipole diffusion approximations that only sample the incident illumination at the surface of the material. Instead of sampling lighting at the surface we trace photons into the material and store them volumetrically at their first scattering interaction with the material. We hierarchically integrate the diffusion of light from the photons to compute the radiant emittance at points on the surface of the material. For increased accuracy we use the incidence plane of the photon and the viewpoint on the surface to blend between three analytic diffusion approximations that best describe the geometric configuration between the photon and the shading point. For this purpose we introduce a new quadpole diffusion approximation that models diffusion at right angled edges, and an attenuation kernel to more accurately model multiple scattering near a light source. The photon diffusion approach is as efficient as previous Monte Carlo sampling approaches based on the dipole or multipole diffusion approximations, and our results demonstrate that it is more accurate and capable of capturing several illumination effects previously ignored when simulating the diffusion of light in translucent materials.}
}

@inproceedings{EGSR07:253-263:2007,
crossref = {EGSR07-proc},
author = {Ralf Habel and Alexander Kusternig and Michael Wimmer},
title = {{Physically Based Real-Time Translucency for Leaves }},
pages = {253-263},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/253-263.pdf},
DOI = {10.2312/EGWR/EGSR07/253-263},
abstract = {This paper presents a new shading model for real-time rendering of plant leaves that reproduces all important attributes of a leaf and allows for a large number of leaves to be shaded. In particular, we use a physically based model for accurate subsurface scattering on the translucent side of directly lit leaves. For real-time rendering of this model, we formulate it as an image convolution process and express the result in an efficient directional basis that is fast to evaluate. We also propose a data acquisition method for leaves that uses off-the-shelf devices.}
}

@inproceedings{EGSR07:265-276:2007,
crossref = {EGSR07-proc},
author = {Feng Xie and Eric Tabellion and Andrew Pearce},
title = {{Soft Shadows by Ray Tracing Multilayer Transparent Shadow Maps }},
pages = {265-276},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/265-276.pdf},
DOI = {10.2312/EGWR/EGSR07/265-276},
abstract = {We present a method for high quality soft shadows for area lights in cinematic lighting. The method is an extension of traditional shadow maps, so it has the advantage of image based shadow methods; the algorithm?s complexity is independent of geometric complexity. We introduce multilayer transparent shadow maps, which can be used to produce high quality soft shadows for scenes with extremely complex geometry, fur, and volume objects. Instead of the traditional sampling and filtering of shadow maps, we compute the shadow factor by ray tracing the multilayer transparent shadow map. The result is soft shadows of quality similar to that achieved by stochastic ray tracing, but at a much lower cost.}
}

@inproceedings{EGSR07:277-286:2007,
crossref = {EGSR07-proc},
author = {Samuli Laine and Hannu Saransaari and Janne Kontkanen and Jaakko Lehtinen and Timo Aila},
title = {{Incremental Instant Radiosity for Real-Time Indirect Illumination}},
pages = {277-286},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/277-286.pdf},
DOI = {10.2312/EGWR/EGSR07/277-286},
abstract = {We present a method for rendering single-bounce indirect illumination in real time on currently available graphics hardware. The method is based on the instant radiosity algorithm, where virtual point lights (VPLs) are generated by casting rays from the primary light source. Hardware shadow maps are then employed for determining the indirect illumination from the VPLs. Our main contribution is an algorithm for reusing the VPLs and incrementally maintaining their good distribution. As a result, only a few shadow maps need to be rendered per frame as long as the motion of the primary light source is reasonably smooth. This yields real-time frame rates even when hundreds of VPLs are used.}
}

@inproceedings{EGSR07:287-295:2007,
crossref = {EGSR07-proc},
author = {Yu-Chi Lai and Shao Hua Fan and Stephen Chenney and Charcle Dyer},
title = {{Photorealistic Image Rendering with Population Monte Carlo Energy Redistribution}},
pages = {287-295},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/287-295.pdf},
DOI = {10.2312/EGWR/EGSR07/287-295},
abstract = {This work presents a novel global illumination algorithm which concentrates computation on important light transport paths and automatically adjusts energy distributed area for each light transport path. We adapt statistical framework of Population Monte Carlo into global illumination to improve rendering efficiency. Information collected in previous iterations is used to guide subsequent iterations by adapting the kernel function to approximate the target distribution without introducing bias into the final result. Based on this framework, our algorithm automatically adapts the amount of energy redistribution at different pixels and the area over which energy is redistributed. Our results show that the efficiency can be improved by exploring the correlated information among light transport paths.}
}

@inproceedings{EGSR07:297-308:2007,
crossref = {EGSR07-proc},
author = {George Drettakis and Nicolas Bonneel and Carsten Dachsbacher and Sylvain Lefebvre and Michael Schwarz and Isabelle Viaud-Delmon},
title = {{An Interactive Perceptual Rendering Pipeline using Contrast and Spatial Masking}},
pages = {297-308},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/297-308.pdf},
DOI = {10.2312/EGWR/EGSR07/297-308},
abstract = {We present a new perceptual rendering pipeline which takes into account visual masking due to contrast and spatial frequency. Our framework predicts inter-object, scene-level masking caused by partial occlusion and shadows. It is designed for interactive applications and runs efficiently on the GPU. This is achieved using a layer-based approach together with an efficient GPU-based computation of threshold maps. We build upon this prediction framework to introduce a perceptually-based level of detail control algorithm. We conducted a perceptual user study which indicates that our perceptual pipeline generates results which are consistent with what the user perceives. Our results demonstrate significant quality improvement for scenes with masking due to frequencies and contrast, such as masking due to trees or foliage, or due to high-frequency shadows.}
}

@inproceedings{EGSR07:309-320:2007,
crossref = {EGSR07-proc},
author = {Qing Luan and Fang Wen and Daniel Cohen-Or and Lin Liang and Ying-Qing Xu and Heung-Yeung Shum},
title = {{Natural Image Colorization}},
pages = {309-320},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/309-320.pdf},
DOI = {10.2312/EGWR/EGSR07/309-320},
abstract = {In this paper, we present an interactive system for users to easily colorize the natural images of complex scenes. In our system, colorization procedure is explicitly separated into two stages: Color labeling and Color mapping. Pixels that should roughly share similar colors are grouped into coherent regions in the color labeling stage, and the color mapping stage is then introduced to further fine-tune the colors in each coherent region. To handle textures commonly seen in natural images, we propose a new color labeling scheme that groups not only neighboring pixels with similar intensity but also remote pixels with similar texture. Motivated by the insight into the complementary nature possessed by the highly contrastive locations and the smooth locations, we employ a smoothness map to guide the incorporation of intensity-continuity and texture-similarity constraints in the design of our labeling algorithm. Within each coherent region obtained from the color labeling stage, the color mapping is applied to generate vivid colorization effect by assigning colors to a few pixels in the region. A set of intuitive interface tools is designed for labeling, coloring and modifying the result. We demonstrate compelling results of colorizing natural images using our system, with only a modest amount of user input.}
}

@inproceedings{EGSR07:321-326:2007,
crossref = {EGSR07-proc},
author = {Lvdi Wang and Li-Yi Wei and Kun Zhou and Baining Guo and Heung-Yeung Shum},
title = {{High Dynamic Range Image Hallucination}},
pages = {321-326},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/321-326.pdf},
DOI = {10.2312/EGWR/EGSR07/321-326},
abstract = {We introduce high dynamic range image hallucination for adding high dynamic range details to the over-exposed and under-exposed regions of a low dynamic range image. Our method is based on a simple assumption: there exist high quality patches in the image with similar textures as the regions that are over or under exposed. Hence, we can add high dynamic range details to a region by simply transferring texture details from another patch that may be under different illumination levels. In our approach, a user only needs to annotate the image with a few strokes to indicate textures that can be applied to the corresponding under-exposed or over-exposed regions, and these regions are automatically hallucinated by our algorithm. Experiments demonstrate that our simple, yet effective approach is able to significantly increase the amount of texture details in a wide range of common scenarios, with a modest amount of user interaction.}
}

@inproceedings{EGSR07:327-338:2007,
crossref = {EGSR07-proc},
author = {Pravin Bhat and C. Lawrence Zitnick and Noah Snavely and Aseem Agarwala and Maneesh Agrawala and Michael Cohen and Brian Curless and Sing Bing Kang},
title = {{Using Photographs to Enhance Videos of a Static Scene }},
pages = {327-338},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/327-338.pdf},
DOI = {10.2312/EGWR/EGSR07/327-338},
abstract = {We present a framework for automatically enhancing videos of a static scene using a few photographs of the same scene. For example, our system can transfer photographic qualities such as high resolution, high dynamic range and better lighting from the photographs to the video. Additionally, the user can quickly modify the video by editing only a few still images of the scene. Finally, our system allows a user to remove unwanted objects and camera shake from the video. These capabilities are enabled by two technical contributions presented in this paper. First, we make several improvements to a state-of-the-art multiview stereo algorithm in order to compute view-dependent depths using video, photographs, and structure-from-motion data. Second, we present a novel image-based rendering algorithm that can re-render the input video using the appearance of the photographs while preserving certain temporal dynamics such as specularities and dynamic scene lighting.}
}

@inproceedings{EGSR07:339-349:2007,
crossref = {EGSR07-proc},
author = {Sylvain Lefebvre and Hugues Hoppe},
title = {{Compressed Random-Access Trees for Spatially Coherent Data }},
pages = {339-349},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/339-349.pdf},
DOI = {10.2312/EGWR/EGSR07/339-349},
abstract = {Adaptive multiresolution hierarchies are highly efficient at representing spatially coherent graphics data. We introduce a framework for compressing such adaptive hierarchies using a compact randomly-accessible tree structure. Prior schemes have explored compressed trees, but nearly all involve entropy coding of a sequential traversal, thus preventing fine-grain random queries required by rendering algorithms. Instead, we use fixed-rate encoding for both the tree topology and its data. Key elements include the replacement of pointers by local offsets, a forested mipmap structure, vector quantization of inter-level residuals, and efficient coding of partially defined data. Both the offsets and codebook indices are stored as byte records for easy parsing by either CPU or GPU shaders. We show that continuous mipmapping over an adaptive tree is more efficient using primal subdivision than traditional dual subdivision. Finally, we demonstrate efficient compression of many data types including light maps, alpha mattes, distance fields, and HDR images.}
}

@inproceedings{EGSR07:351-360:2007,
crossref = {EGSR07-proc},
author = {Stefan Jeschke and Stephan Mantler and Michael Wimmer},
title = {{Interactive Smooth and Curved Shell Mapping}},
pages = {351-360},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/351-360.pdf},
DOI = {10.2312/EGWR/EGSR07/351-360},
abstract = {Shell mapping is a technique to represent three-dimensional surface details. This is achieved by extruding the triangles of an existing mesh along their normals, and mapping a 3D function (e.g., a 3D texture) into the resulting prisms. Unfortunately, such a mapping is nonlinear. Previous approaches perform a piece-wise linear approximation by subdividing the prisms into tetrahedrons. However, such an approximation often leads to severe artifacts. In this paper we present a correct (i.e., smooth) mapping that does not rely on a decomposition into tetrahedrons. We present an efficient GPU ray casting algorithm which provides correct parallax, self-occlusion, and silhouettes, at the cost of longer rendering times. The new formulation also allows modeling shells with smooth curvatures using Coons patches within the prisms. Tangent continuity between adjacent prisms is guaranteed, while the mapping itself remains local, i.e. every curved prism content is modeled at runtime in the GPU without the need for any precomputation. This allows instantly replacing animated triangular meshes with prism-based shells.}
}

@inproceedings{EGSR07:361-370:2007,
crossref = {EGSR07-proc},
author = {Rahul Narain and Vivek Kwatra and Huai-Ping Lee and Theodore Kim and Mark Carlson and Ming C. Lin},
title = {{Feature-Guided Dynamic Texture Synthesis on Continuous Flows}},
pages = {361-370},
URL = {http://www.eg.org/EG/DL/WS/EGWR/EGSR07/361-370.pdf},
DOI = {10.2312/EGWR/EGSR07/361-370},
abstract = {We present a technique for synthesizing spatially and temporally varying textures on continuous flows using image or video input, guided by the physical characteristics of the fluid stream itself. This approach enables the generation of realistic textures on the fluid that correspond to the local flow behavior, creating the appearance of complex surface effects, such as foam and small bubbles. Our technique requires only a simple specification of texture behavior, and automatically generates and tracks the features and texture over time in a temporally coherent manner. Based on this framework, we also introduce a technique to perform feature-guided video synthesis. We demonstrate our algorithm on several simulated and recorded natural phenomena, including splashing water and lava flows. We also show how our methodology can be extended beyond realistic appearance synthesis to more general scenarios, such as temperature-guided synthesis of complex surface phenomena in a liquid during boiling.}
}

@proceedings{EGSR07-proc,
editor = {Jan Kautz and Sumanta Pattanaik},
title = {SR '07 Rendering Techniques},
year = {2007},
isbn = {978-3-905673-52-4},
issn = {1727-3463},
address = {Grenoble, France},
publisher = {Eurographics Association}
}

