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A Simple Diffuse Fluorescent BBRRDF Model
(The Eurographics Association, 2018)
Fluorescence - the effect of a photon being absorbed at one wavelength and re-emitted at another - is present in many common materials such as clothes and paper. Yet there has been little research in rendering or modeling ...
High Fidelity Facial Animation Capture and Retargeting With Contours
(ACM SIGGRAPH / Eurographics Association, 2013)
Human beings are naturally sensitive to subtle cues in facial expressions, especially in areas of the eyes and mouth. Current facial motion capture methods fail to accurately reproduce motions in those areas due to multiple ...
A Quadrilateral Rendering Primitive
(The Eurographics Association, 2004)
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used ...
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 ...
What is the Reddening Effect and does it really exist?
(The Eurographics Association, 2019)
The simulation of light-matter interaction is a major challenge in computer graphics. Particularly challenging is the modelling of light-matter interaction of rough surfaces, which contain several different scales of ...
A Framework for Compact and Improved Panoramic VR Dissemination
(The Eurographics Association, 2016)
Panoramic capture devices in Cultural Heritage are becoming widely available to consumer market, also due to comfortable interactive online dissemination and to the growth of VR segment. VR fruition through an HMD although, ...
Towards a Principled Kernel Prediction for Spatially Varying BSSRDFs
(The Eurographics Association, 2018)
While the modeling of sub-surface translucency using homogeneous BSSRDFs is an established industry standard, applying the same approach to heterogeneous materials is predominantly heuristical. We propose a more principled ...
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 ...
Using Flash Photography and Image-Based Rendering to Document Cultural Heritage Artifacts
(The Eurographics Association, 2016)
A novel image-based rendering system is proposed for documenting cultural heritage artifacts. The system utilizes backscattering photography to acquire the initial pictures and derives estimates for the object's diffuse ...
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 ...