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Now showing items 11-16 of 16
Error Analysis of Estimators that use Combinations of Stochastic Sampling Strategies for Direct Illumination
(The Eurographics Association and John Wiley and Sons Ltd., 2014)
We present a theoretical analysis of error of combinations of Monte Carlo estimators used in image synthesis. Importance sampling and multiple importance sampling are popular variance-reduction strategies. Unfortunately, ...
Interactive Parameter Retrieval for Two-Tone Procedural Textures
(The Eurographics Association and John Wiley and Sons Ltd., 2014)
The choice of parameters for procedural textures to achieve a desired appearance poses a challenging problem even for experienced artists. We propose a method to automatically determine such parameters to reproduce the ...
Hero Wavelength Spectral Sampling
(The Eurographics Association and John Wiley and Sons Ltd., 2014)
We present a spectral rendering technique that offers a compelling set of advantages over existing approaches. The key idea is to propagate energy along paths for a small, constant number of changing wavelengths. The first ...
C-LOD: Context-aware Material Level-of-Detail applied to Mobile Graphics
(The Eurographics Association and John Wiley and Sons Ltd., 2014)
Attention-based Level-Of-Detail (LOD) managers downgrade the quality of areas that are expected to go unnoticed by an observer to economize on computational resources. The perceptibility of lowered visual fidelity is ...
AutoStyle: Automatic Style Transfer from Image Collections to Users' Images
(The Eurographics Association and John Wiley and Sons Ltd., 2014)
Stylizing photos, to give them an antique or artistic look, has become popular in recent years. The available stylization filters, however, are usually created manually by artists, resulting in a narrow set of choices. ...
Bilinear Accelerated Filter Approximation
(The Eurographics Association and John Wiley and Sons Ltd., 2014)
Our method approximates exact texture filtering for arbitrary scales and translations of an image while taking into account the performance characteristics of modern GPUs. Our algorithm is fast because it accesses textures ...