Now showing items 11-30 of 41

    • An Efficient Hybrid Shadow Rendering Algorithm 

      Chan, Eric; Durand, Fredo (The Eurographics Association, 2004)
      We present a hybrid algorithm for rendering hard shadows accurately and efficiently. Our method combines the strengths of shadow maps and shadow volumes. We first use a shadow map to identify the pixels in the image that ...
    • Efficient Rendering of Atmospheric Phenomena 

      Riley, Kirk; Ebert, David S.; Kraus, Martin; Tessendorf, Jerry; Hansen, Charles (The Eurographics Association, 2004)
      Rendering of atmospheric bodies involves modeling the complex interaction of light throughout the highly scattering medium of water and air particles. Scattering by these particles creates many well-known atmospheric optical ...
    • Estimating source spectra and spectral albedos from RGB data for rerendering 

      Koenderink, J. J. (The Eurographics Association, 2004)
      I consider the problem of estimating material properties (the spectral albedo) on the basis of -object colors- (at worst only RGB data say). I show how to obtain a priori likely estimates for the white point, the spectral ...
    • Feature-Based Textures 

      Ramanarayanan, G.; Bala, K.; Walter, B. (The Eurographics Association, 2004)
      This paper introduces feature-based textures, a new image representation that combines features and samples for high-quality texture mapping. Features identify boundaries within an image where samples change discontinuously. ...
    • A Framework for Multiperspective Rendering 

      Yu, J.; McMillan, L. (The Eurographics Association, 2004)
      We present a framework for the direct rendering of multiperspective images. We treat multiperspective imaging systems as devices for capturing smoothly varying set of rays, and we show that under an appropriate parametrization, ...
    • Generalized Displacement Maps 

      Wang, Xi; Tong, Xin; Lin, Stephen; Hu, Shimin; Guo, Baining; Shum, Heung-Yeung (The Eurographics Association, 2004)
      In this paper, we introduce a real-time algorithm to render the rich visual effects of general non-height-field geometric details, known as mesostructure. Our method is based on a five-dimensional generalized displacement ...
    • Hardware Accelerated Visibility Preprocessing using Adaptive Sampling 

      Nirenstein, S.; Blake, E. (The Eurographics Association, 2004)
      We present a novel aggressive visibility preprocessing technique for general 3D scenes. Our technique exploits commodity graphics hardware and is faster than most conservative solutions, while simultaneously not overestimating ...
    • Hemispherical Rasterization for Self-Shadowing of Dynamic Objects 

      Kautz, Jan; Lehtinen, Jaakko; Aila, Timo (The Eurographics Association, 2004)
      We present a method for interactive rendering of dynamic models with self-shadows due to time-varying, lowfrequency lighting environments. In contrast to previous techniques, the method is not limited to static or preanimated ...
    • Image-Based Stereoscopic Painterly Rendering 

      Stavrakis, E.; Gelautz, M. (The Eurographics Association, 2004)
      We present a new image-based stereoscopic painterly algorithm that we use to automatically generate stereoscopic paintings. Our work is motivated by contemporary painters who have explored the aesthetic implications of ...
    • An Interactive Out-of-Core Rendering Framework for Visualizing Massively Complex Models 

      Wald, Ingo; Dietrich, Andreas; Slusallek, Phlipp (The Eurographics Association, 2004)
      With the tremendous advances in both hardware capabilities and rendering algorithms, rendering performance is steadily increasing. Even consumer graphics hardware can render many million triangles per second. However, scene ...
    • An Irradiance Atlas for Global Illumination in Complex Production Scenes 

      Christensen, Per H.; Batali, Dana (The Eurographics Association, 2004)
      We introduce a tiled 3D MIP map representation of global illumination data. The representation is an adaptive, sparse octree with a "brick" at each octree node; each brick consists of 8 <sup>3</sup> voxels with ...
    • Lattice-Boltzmann Lighting 

      Geist, Robert; Rasche, Karl; Westall, James; Schalkoff, Robert (The Eurographics Association, 2004)
      A new technique for lighting participating media is suggested. The technique is based on the lattice-Boltzmann method, which is gaining popularity as alternative to finite-element methods for flow computations, due to its ...
    • Light Space Perspective Shadow Maps 

      Wimmer, Michael; Scherzer, Daniel; Purgathofer, Werner (The Eurographics Association, 2004)
      In this paper, we present a new shadow mapping technique that improves upon the quality of perspective and uniform shadow maps. Our technique uses a perspective transform specified in light space which allows treating all ...
    • A Lixel for every Pixel 

      Chong, Hamilton Y.; Gortler, Steven J. (The Eurographics Association, 2004)
      Shadow mapping is a very useful tool for generating shadows in many real-time rendering settings and is even used in some off-line renderers. One of the difficulties when using a shadow map is obtaining a sufficiently dense ...
    • A Novel Hemispherical Basis for Accurate and Efficient Rendering 

      Gautron, Pascal; Krivanek, Jaroslav; Pattanaik, Sumanta; Bouatouch, Kadi (The Eurographics Association, 2004)
      This paper presents a new set of hemispherical basis functions dedicated to hemispherical data representation. These functions are derived from associated Legendre polynomials. We demonstrate the usefulness of this basis ...
    • PointWorks: Abstraction and Rendering of Sparsely Scanned Outdoor Environments 

      Xu, Hui; Gossett, Nathan; Chen, Baoquan (The Eurographics Association, 2004)
      This paper describes a system, dubbed PointWorks, for rendering three-dimensionally digitized outdoor environments in non-photorealistic rendering styles. The challenge in rendering scanned outdoor environments is accommodating ...
    • Practical Rendering of Multiple Scattering Effects in Participating Media 

      Premoze, Simon; Ashikhmin, Michael; Tessendorf, Jerry; Ramamoorthi, Ravi; Nayar, Shree (The Eurographics Association, 2004)
      Volumetric light transport effects are significant for many materials like skin, smoke, clouds, snow or water. In particular, one must consider the multiple scattering of light within the volume. While it is possible to ...
    • Programmable Style for NPR Line Drawing 

      Grabli, Stéphane; Turquin, Emmanuel; Durand, Frédo; Sillion, François X. (The Eurographics Association, 2004)
      This paper introduces a programmable approach to non-photorealistic line drawing from 3D models, inspired by programmable shaders in traditional rendering. We propose a new image creation model where all operations are ...
    • Progressively-Refined Reflectance Functions from Natural Illumination 

      Matusik, Wojciech; Loper, Matthew; Pfister, Hanspeter (The Eurographics Association, 2004)
      In this paper we present a simple, robust, and efficient algorithm for estimating reflectance fields (i.e., a description of the transport of light through a scene) for a fixed viewpoint using images of the scene under ...
    • Real-time appearance preserving out-of-core rendering with shadows 

      Guthe, Michael; Borodin, Pavel; Balázs, Ákos; Klein, Reinhard (The Eurographics Association, 2004)
      Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging task, especially under real-time constraints and ...