Now showing items 19-29 of 29

    • Picture Perfect RGB Rendering Using Spectral Prefiltering and Sharp Color Primaries 

      Ward, Greg; Eydelberg-Vileshin, Elena (The Eurographics Association, 2002)
      Accurate color rendering requires the consideration of many samples over the visible spectrum, and advanced rendering tools developed by the research community offer multispectral sampling towards this goal. However, for ...
    • A Real-Time Distributed Light Field Camera 

      Yang, Jason C.; Everett, Matthew; Buehler, Chris; McMillan, Leonard (The Eurographics Association, 2002)
      We present the design and implementation of a real-time, distributed light field camera. Our system allows multiple viewers to navigate virtual cameras in a dynamically changing light field that is captured in real-time. ...
    • Real-Time Halftoning: A Primitive For Non-Photorealistic Shading 

      Freudenberg, Bert; Masuch, Maic; Strothotte, Thomas (The Eurographics Association, 2002)
      We introduce halftoning as a general primitive for real-time non-photorealistic shading. It is capable of producing a variety of rendering styles, ranging from engraving with lighting-dependent line width to pen-and-ink ...
    • Signal-Specialized Parametrization 

      Sander, Pedro V.; Gortler, Steven J.; Snyder, John; Hoppe, Hugues (The Eurographics Association, 2002)
      To reduce memory requirements for texture mapping a model, we build a surface parametrization specialized to its signal (such as color or normal). Intuitively, we want to allocate more texture samples in regions with greater ...
    • Spatio-Temporal View Interpolation 

      Vedula, Sundar; Baker, Simon; Kanade, Takeo (The Eurographics Association, 2002)
      We propose a fully automatic algorithm for view interpolation of a completely non-rigid dynamic event across both space and time. The algorithm operates by combining images captured across space to compute voxel models of ...
    • Synthesizing Bark 

      Lefebvre, Sylvain; Neyret, Fabrice (The Eurographics Association, 2002)
      Despite the high quality reached by today s CG tree generators, there exists no realistic model for generating the appearance of bark: simple texture maps are generally used, showing obvious flaws if the tree is not entirely ...
    • Textured Depth Meshes for Real-Time Rendering of Arbitrary Scenes 

      Jeschke, Stefan; Wimmer, Michael (The Eurographics Association, 2002)
      This paper presents a new approach to generate textured depth meshes (TDMs), an impostor-based scene representation that can be used to accelerate the rendering of static polygonal models. The TDMs are precalculated for a ...
    • Time Dependent Photon Mapping 

      Cammarano, Mike; Jensen, Henrik Wann (The Eurographics Association, 2002)
      The photon map technique for global illumination does not specifically address animated scenes. In particular, prior work has not considered the problem of temporal sampling (motion blur) while using the photon map. In ...
    • A Tone Mapping Algorithm for High Contrast Images 

      Ashikhmin, Michael (The Eurographics Association, 2002)
      A new method is presented that takes as an input a high dynamic range image and maps it into a limited range of luminance values reproducible by a display device. There is significant evidence that a similar operation is ...
    • Towards Real-Time Texture Synthesis with the Jump Map 

      Zelinka, Steve; Garland, Michael (The Eurographics Association, 2002)
      While texture synthesis has been well-studied in recent years, real-time techniques remain elusive. To help facilitate real-time texture synthesis, we divide the task of texture synthesis into two phases: a relatively slow ...
    • Video Flashlights - Real Time Rendering of Multiple Videos for Immersive Model Visualization 

      Sawhney, H. S.; Arpa, A.; Kumar, R.; Samarasekera, S.; Aggarwal, M.; Hsu, S.; Nister, D.; Hanna, K. (The Eurographics Association, 2002)
      Videos and 3D models have traditionally existed in separate worlds and as distinct representations. Although texture maps for 3D models have been traditionally derived from multiple still images, real-time mapping of live ...