Now showing items 1-20 of 29

    • 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 ...
    • Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing 

      Durand, Frédo; Ostromoukhov, Victor; Miller, Mathieu; Duranleau, Francois; Dorsey, Julie (The Eurographics Association, 2001)
      We present an interactive system, which allows the user to produce drawings in a variety of traditional styles. It takes as input an image and performs semi-automatic tonal modeling. Our system shifts tedious technical ...
    • 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, ...
    • 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 ...
    • 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 ...
    • Artistic Composition for Image Creation 

      Gooch, Bruce; Reinhard, Erik; Moulding, Chris; Shirley, Peter (The Eurographics Association, 2001)
      Altering the viewing parameters of a 3D object results in computer graphics images of varying quality. One aspect of image quality is the composition of the image. While the esthetic properties of an image are subjective, ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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, ...
    • Differential Point Rendering 

      Kalaiah, Aravind; Varshney, Amitabh (The Eurographics Association, 2001)
      We present a novel point rendering primitive, called Differential Point (DP), that captures the local differential geometry in the vicinity of a sampled point. This is a more general point representation that, for the cost ...
    • 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 ...
    • 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 ...
    • 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 ...