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Interactive Rendering of Translucent Deformable Objects
(The Eurographics Association, 2003)
Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulation of subsurface scattering of light. This paper presents an algorithm for plausible reproduction of subsurface scattering ...
Convolution Shadow Maps
(The Eurographics Association, 2007)
We present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the ...
Interactive Illumination with Coherent Shadow Maps
(The Eurographics Association, 2007)
We present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps (CSMs). It is well-known that visibility queries dominate the cost of physically based rendering. ...
Interactive Rendering with Arbitrary BRDFs using Separable Approximations
(The Eurographics Association, 1999)
A separable decomposition of bidirectional reflectance distributions (BRDFs) is used to implement arbitrary reflectances from point sources on existing graphics hardware. Two-dimensional texture mapping and compositing ...
Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics
(The Eurographics Association, 2002)
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or directional light sources. We extend such shading to smooth, area lighting using a low-order spherical harmonic basis for ...
A Self-Shadow Algorithm for Dynamic Hair using Density Clustering
(The Eurographics Association, 2004)
Self-shadowing is an important factor in the appearance of hair and fur. In this paper we present a new rendering algorithm to accurately compute shadowed hair at interactive rates using graphics hardware. No constraint ...
Texture Transfer Using Geometry Correlation
(The Eurographics Association, 2006)
Texture variation on real-world objects often correlates with underlying geometric characteristics and creates a visually rich appearance. We present a technique to transfer such geometry-dependent texture variation from ...
Hemispherical Rasterization for Self-Shadowing of Dynamic Objects
(The Eurographics Association, 2004)
We present a method for interactive rendering of dynamic models with self-shadows due to time-varying, lowfrequency lighting environments. In contrast to previous techniques, the method is not limited to static or preanimated ...
Spherical Harmonic Gradients for Mid-Range Illumination
(The Eurographics Association, 2004)
Spherical harmonics are often used for compact description of incident radiance in low-frequency but distant lighting environments. For interaction with nearby emitters, computing the incident radiance at the center of an ...
Image-Based Reconstruction of Spatially Varying Materials
(The Eurographics Association, 2001)
The measurement of accurate material properties is an important step towards photorealistic rendering. Many real-world objects are composed of a number of materials that often show subtle changes even within a single ...