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Real-Time Occlusion Culling with a Lazy Occlusion Grid
(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 ...
Differential Point Rendering
(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
(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
(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 ...
Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing
(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 ...
Real-Time High-Dynamic Range Texture Mapping
(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 ...
Interactive Rendering of Trees with Shading and Shadows
(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 ...
TheWavelet Stream: Interactive Multi Resolution Light Field Rendering
(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 ...
Combined Rendering of Polarization and Fluorescence Effects
(The Eurographics Association, 2001)
We propose a practicable way to include both polarization and fluorescence effects in a rendering system at the same time. Previous research in this direction only demonstrated support for either one of these phenomena; ...
A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering
(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 ...