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3D Geological Modeling using Sketches and Annotations from Geologic Maps
(ACM, 2014)
Constructing 3D geological models is a fundamental task in oil/gas exploration and production. A critical stage in the existing 3D geological modeling workflow is moving from a geological interpretation (usually 2D) to a ...
Analytic Tangent Irradiance Environment Maps for Anisotropic Surfaces
(The Eurographics Association and Blackwell Publishing Ltd., 2012)
Environment-mapped rendering of Lambertian isotropic surfaces is common, and a popular technique is to use a quadratic spherical harmonic expansion. This compact irradiance map representation is widely adopted in interactive ...
Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
(The Eurographics Association, 2002)
To create realistic images using computer graphics, an important element to consider is atmospheric scattering, that is, the phenomenon by which light is scattered by small particles in the air. This effect is the cause ...
Out-of-Core Construction of Sparse Voxel Octrees
(ACM, 2013)
Voxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few or no scenes are available in ...
Automatic Shader Level of Detail
(The Eurographics Association, 2003)
Current graphics hardware can render procedurally shaded objects in real-time. However, due to resource and performance limitations, interactive shaders can not yet approach the complexity of shaders written for film ...
Perlin Noise Pixel Shaders
(The Eurographics Association, 2001)
While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ...
Adaptive Texture Maps
(The Eurographics Association, 2002)
We introduce several new variants of hardware-based adaptive texture maps and present applications in two, three, and four dimensions. In particular, we discuss representations of images and volumes with locally adaptive ...
LightSkin: Real-Time Global Illumination for Virtual and Mixed Reality
(The Eurographics Association, 2013)
Synthesizing global illumination effects is a vast field of research for both offline and real-time rendering. While the most important goals for offline rendering are realism and physical correctness, real-time rendering ...
Exploiting the PANORAMA Representation for Convolutional Neural Network Classification and Retrieval
(The Eurographics Association, 2017)
A novel 3D model classification and retrieval method, based on the PANORAMA representation and Convolutional Neural Networks, is presented. Initially, the 3D models are pose normalized using the SYMPAN method and consecutively ...
Image-based Remapping of Material Appearance
(The Eurographics Association, 2017)
Digital 3D content creation requires the ability to exchange assets across multiple software applications. For many 3D asset types, standard formats and interchange conventions are available. For material definitions, ...