Short Papers
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Browsing Short Papers by Subject "Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-DimensionalGraphics and Realism-Color, shading, shadowing, and texture"
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Item Forward+: Bringing Deferred Lighting to the Next Level(The Eurographics Association, 2012) Harada, Takahiro; McKee, Jay; Yang, Jason C.; Carlos Andujar and Enrico PuppoThis paper presents Forward+, a method of rendering many lights by culling and storing only lights that contribute to the pixel. Forward+ is an extension to traditional forward rendering. Light culling, implemented using the compute capability of the GPU, is added to the pipeline to create lists of lights; that list is passed to the final rendering shader, which can access all information about the lights. Although Forward+ increases workload to the final shader, it theoretically requires less memory traffic compared to compute-based deferred lighting. Furthermore, it removes the major drawback of deferred techniques, which is a restriction of materials and lighting models. Experiments are performed to compare the performance of Forward+ and deferred lighting.Item Scented Sliders for Procedural Textures(The Eurographics Association, 2012) Lasram, Anass; Lefebvre, Sylvain; Damez, Cyrille; Carlos Andujar and Enrico PuppoProcedural textures often expose a set of parameters controlling their final appearance. This lets end users tune the final look and feel, typically through a set of sliders. However, it is difficult to predict the changes introduced by a given slider, especially as sliders interact in non–trivial ways. We augment the sliders controlling parameters with visual previews revealing the changes that will be introduced upon manipulation. These previews are constantly refreshed to reflect changes with respect to the current settings. The main challenge is to generate the visual sliders in a very limited pixel space and at an interactive rate. This is done by synthesizing the visual slider from a small set of patches ordered in accordance with the slider. These patches are chosen so as to reveal as much as possible the visual variations induced by the slider. The selection and ordering are achieved by using the seam–carving algorithm to carve patches with low visual impact. The obtained patches are then stitched together using patch-based texture synthesis to form the final visual slider.