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Delivering Interactivity to Complex Tone Mapping Operators
(The Eurographics Association, 2003)
The accurate display of high dynamic range images requires the application of complex tone mapping operators. These operators are computationally costly, which prevents their usage in interactive applications. We propose ...
Light Space Perspective Shadow Maps
(The Eurographics Association, 2004)
In this paper, we present a new shadow mapping technique that improves upon the quality of perspective and uniform shadow maps. Our technique uses a perspective transform specified in light space which allows treating all ...
Inverse-Procedural Methods for Urban Models
(The Eurographics Association, 2013)
Procedural modeling is an elegant and fast way to generate huge complex and realistically looking urban sites. Due to its generative nature it can also be referred to as forward-procedural modeling. Its major drawback is ...
Challenges and Ideas in Procedural Modeling of Interiors
(The Eurographics Association, 2013)
While the creation of convincing cityscapes from the outside is already possible, there is a lack of robust and efficient techniques for modeling the interior of buildings. In particular, we focus on challenges for the ...
Fast Exact From-Region Visibility in Urban Scenes
(The Eurographics Association, 2005)
We present a fast exact from-region visibility algorithm for 2.5D urban scenes. The algorithm uses a subdivision of line space for identifying visibility interactions in a 2D footprint of the scene. Visibility in the ...
Adaptive Visibility-Driven View Cell Construction
(The Eurographics Association, 2006)
We present a new method for the automatic partitioning of view space into a multi-level view cell hierarchy. We use a cost-based model in order to minimize the average rendering time. Unlike previous methods, our model ...
Interactive Smooth and Curved Shell Mapping
(The Eurographics Association, 2007)
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 ...
Rendering Time Estimation for Real-Time Rendering
(The Eurographics Association, 2003)
This paper addresses the problem of estimating the rendering time for a real-time simulation. We study different factors that contribute to the rendering time in order to develop a framework for rendering time estimation. ...
High-Quality Point Based Rendering Using Fast Single Pass Interpolation
(IEEE, 2015)
We present a method to improve the visual quality of point cloud renderings through a nearest-neighbor-like interpolation of points. This allows applications to render points at larger sizes in order to reduce holes, without ...
Auto Splats: Dynamic Point Cloud Visualization on the GPU
(The Eurographics Association, 2012)
Capturing real-world objects with laser-scanning technology has become an everyday task. Recently, the acquisition of dynamic scenes at interactive frame rates has become feasible. A high-quality visualization of the ...