Now showing items 15-29 of 29

    • 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, ...
    • Simulating Non-Lambertian Phenomena Involving Linearly-Varying Luminaires 

      Chen, Min; Arvo, James (The Eurographics Association, 2001)
      We present a new technique for exactly computing glossy reflections and transmissions of polygonal Lambertian luminaires with linearly-varying radiant exitance. To derive the underlying closed-form expressions, we introduce ...
    • Texture and Shape Synthesis on Surfaces 

      Ying, Lexing; Hertzmann, Aaron; Biermann, Henning; Zorin, Denis (The Eurographics Association, 2001)
      We present a novel method for texture synthesis on surfaces from examples. We consider a very general type of textures, including color, transparency and displacements. Our method synthesizes the texture directly on the ...
    • TheWavelet Stream: Interactive Multi Resolution Light Field Rendering 

      Peter, Ingmar; Straßer, Wolfgang (The Eurographics Association, 2001)
      One of the most general image based object representations is the Light Field. Unfortunately, a large amount of data is required to reconstruct high quality views from a Light Field. In this paper, we present the wavelet ...
    • Thrifty Final Gather for Radiosity 

      Scheel, Annette; Stamminger, Marc; Seidel, Hans-Peter (The Eurographics Association, 2001)
      Finite Element methods are well suited to the computation of the light distribution in mostly diffuse scenes, but the resulting mesh is often far from optimal to accurately represent illumination. Shadow boundaries are ...