Now showing items 6-25 of 29

    • Hardware-accelerated from-region visibility using a dual ray space 

      Koltun, Vladlen; Chrysanthou, Yiorgos; Cohen-Or, Daniel (The Eurographics Association, 2001)
      In this paper a novel from-region visibility algorithm is described. Its unique properties allow conducting remote walkthroughs in very large virtual environments, without preprocessing and storing prohibitive amounts of ...
    • An Illumination Model for a Skin Layer Bounded by Rough Surfaces 

      Stam, Jos (The Eurographics Association, 2001)
      In this paper we present a novel illumination model that takes into account multiple anisotropic scattering in a layer bounded by two rough surfaces. We compute the model by a discrete-ordinate solution of the equation of ...
    • Image-Based Reconstruction of Spatially Varying Materials 

      Lensch, Hendrik P. A.; Kautz, Jan; Goesele, Michael; Heidrich, Wolfgang; Seidel, Hans-Peter (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 ...
    • Interactive Distributed Ray Tracing of Highly Complex Models 

      Wald, Ingo; Slusallek, Philipp; Benthin, Carsten (The Eurographics Association, 2001)
      Many disciplines must handle the creation, visualization, and manipulation of huge and complex 3D environments. Examples include large structural and mechanical engineering projects dealing with entire cars, ships, buildings, ...
    • Interactive Rendering of Trees with Shading and Shadows 

      Meyer, Alexandre; Neyret, Fabrice; Poulin, Pierre (The Eurographics Association, 2001)
      The goal of this paper is the interactive rendering of 3D trees covering a landscape, with shading and shadows consistent with the lighting conditions. We propose a new IBR representation, consisting of a hierarchy of ...
    • Interactive Sampling and Rendering for Complex and Procedural Geometry 

      Stamminger, Marc; Drettakis, George (The Eurographics Association, 2001)
      We present a new sampling method for procedural and complex geometries, which allows interactive point-based modeling and rendering of such scenes. For a variety of scenes, object-space point sets can be generated rapidly, ...
    • Interleaved Sampling 

      Keller, Alexander; Heidrich, Wolfgang (The Eurographics Association, 2001)
      The known sampling methods can roughly be grouped into regular and irregular sampling. While regular sampling can be realized efficiently in graphics hardware, it is prone to inter-pixel aliasing. On the other hand these ...
    • Measuring the Perception of Visual Realism in Images 

      Rademacher, Paul; Lengyel, Jed; Cutrell, Edward; Whitted, Turner (The Eurographics Association, 2001)
      One of the main goals in realistic rendering is to generate images that are indistinguishable from photographs but how do observers decide whether an image is photographic or computer-generated? If this perceptual process ...
    • Opacity Shadow Maps 

      Kim, Tae-Yong; Neumann, Ulrich (The Eurographics Association, 2001)
      Opacity shadow maps approximate light transmittance inside a complex volume with a set of planar opacity maps. A volume made of standard primitives (points, lines, and polygons) is sliced and rendered with graphics hardware ...
    • Path differentials and applications 

      Suykens, Frank; Willems, Yves D. (The Eurographics Association, 2001)
      Photo-realistic rendering algorithms such as Monte Carlo ray tracing sample individual paths to compute images. Noise and aliasing artefacts are usually reduced by supersampling. Knowledge about the neighborhood of the ...
    • Perceptually Driven Simplification for Interactive Rendering 

      Luebke, David; Hallen, Benjamin (The Eurographics Association, 2001)
      We present a framework for accelerating interactive rendering, grounded in psychophysical models of visual perception. This framework is applicable to multiresolution rendering techniques that use a hierarchy of local ...
    • A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering 

      Dumont, Reynald; Pellacini, Fabio; Ferwerda, James A. (The Eurographics Association, 2001)
      The performance of hardware-based interactive rendering systems is often constrained by polygon fill rates and texture map capacity, rather than polygon count alone. We present a new software texture caching algorithm that ...
    • Point-Based Impostors for Real-Time Visualization 

      Wimmer, Michael; Wonka, Peter; Sillion, Francois (The Eurographics Association, 2001)
      We present a new data structure for encoding the appearance of a geometric model as seen from a viewing region (view cell). This representation can be used in interactive or real-time visualization applications to replace ...
    • Polyhedral Visual Hulls for Real-Time Rendering 

      Matusik, Wojciech; Buehler, Chris; McMillan, Leonard (The Eurographics Association, 2001)
      We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hull directly from the silhouettes. This ...
    • Real-Time High-Dynamic Range Texture Mapping 

      Cohen, Jonathan; Tchou, Chris; Hawkins, Tim; Debevec, Paul (The Eurographics Association, 2001)
      This paper presents a technique for representing and displaying high dynamic-range texture maps (HDRTMs) using current graphics hardware. Dynamic range in real-world environments often far exceeds the range representable ...
    • Real-Time Occlusion Culling with a Lazy Occlusion Grid 

      Hey, Heinrich; Tobler, Robert F.; Purgathofer, Werner (The Eurographics Association, 2001)
      We present a new conservative image-space occlusion culling method to increase the rendering speed of very large general scenes on today's available hardware without time-expensive preprocessing. The method is based on a ...
    • Real-time, Photo-realistic, Physically Based Rendering of Fine Scale Human Skin Structure 

      Haroy, Antonio; Guenterz, Brian; Essay, Irfan (The Eurographics Association, 2001)
      Skin is noticeably bumpy in character, which is clearly visible in close-up shots in a film or game. Methods that rely on simple texture-mapping of faces lack such high frequency shape detail, which makes them look ...
    • Realistic Reflections and Refractions on Graphics HardwareWith Hybrid Rendering and Layered Environment Maps 

      Hakura, Ziyad S.; Snyder, John M. (The Eurographics Association, 2001)
      We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective and refractive objects, but approximates more distant geometry by hardwaresupported environment maps (EMs). To limit ...
    • Reflected and Transmitted Irradiance from Area Sources using Vertex Tracing 

      Stark, Michael M.; Riesenfeld, Richard F. (The Eurographics Association, 2001)
      Computing irradiance analytically from polygonal luminaires in polygonal environments has proven effective for direct lighting applications in diffuse radiosity environments. Methods for analytic integration have traditionally ...
    • Shader Lamps: Animating Real Objects With Image-Based Illumination 

      Raskar, Ramesh; Welch, Greg; Low, Kok-Lim; Bandyopadhyay, Deepak (The Eurographics Association, 2001)
      We describe a new paradigm for three-dimensional computer graphics, using projectors to graphically animate physical objects in the real world. The idea is to replace a physical object with its inherent color, texture, ...