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Now showing items 11-20 of 29
GigaWalk: Interactive Walkthrough of Complex Environments
(The Eurographics Association, 2002)
We present a new parallel algorithm and a system, GigaWalk, for interactive walkthrough of complex, gigabytesized environments. Our approach combines occlusion culling and levels-of-detail and uses two graphics pipelines ...
Synthesizing Bark
(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 ...
Acquisition and Rendering of Transparent and Refractive Objects
(The Eurographics Association, 2002)
This paper introduces a new image-based approach to capturing and modeling highly specular, transparent, or translucent objects. We have built a system for automatically acquiring high quality graphical models of objects ...
Approximate Soft Shadows on Arbitrary Surfaces using PenumbraWedges
(The Eurographics Association, 2002)
Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated ...
Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics
(The Eurographics Association, 2002)
Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or directional light sources. We extend such shading to smooth, area lighting using a low-order spherical harmonic basis for ...
Real-Time Halftoning: A Primitive For Non-Photorealistic Shading
(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 ...
Picture Perfect RGB Rendering Using Spectral Prefiltering and Sharp Color Primaries
(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 ...
Efficient High Quality Rendering of Point Sampled Geometry
(The Eurographics Association, 2002)
We propose a highly efficient hierarchical representation for point sampled geometry that automatically balances sampling density and point coordinate quantization. The representation is very compact with a memory consumption ...
Interactive Global Illumination using Fast Ray Tracing
(The Eurographics Association, 2002)
Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield ...
Fast Primitive Distribution for Illustration
(The Eurographics Association, 2002)
In this paper we present a high-quality, image-space approach to illustration that preserves continuous tone by probabilistically distributing primitives while maintaining interactive rates. Our method allows for frame-to-frame ...