Now showing items 1-20 of 41

    • Symmetric Photography: Exploiting Data-sparseness in Reflectance Fields 

      Garg, Gaurav; Talvala, Eino-Ville; Levoy, Marc; Lensch, Hendrik P. A. (The Eurographics Association, 2006)
      We present a novel technique called symmetric photography to capture real world reflectance fields. The technique models the 8D reflectance field as a transport matrix between the 4D incident light field and the 4D exitant ...
    • Interactive Screen-Space Accurate Photon Tracing on GPUs 

      Krüger, Jens; Bürger, Kai; Westermann, Rüdiger (The Eurographics Association, 2006)
      Recent advances in algorithms and graphics hardware have opened the possibility to render caustics at interactive rates on commodity PCs. This paper extends on this work in that it presents a new method to directly render ...
    • Relighting Human Locomotion with Flowed Reflectance Fields 

      Einarsson, Per; Chabert, Charles-Felix; Jones, Andrew; Ma, Wan-Chun; Lamond, Bruce; Hawkins, Tim; Bolas, Mark; Sylwan, Sebastian; Debevec, Paul (The Eurographics Association, 2006)
      We present an image-based approach for capturing the appearance of a walking or running person so they can be rendered realistically under variable viewpoint and illumination. In our approach, a person walks on a treadmill ...
    • Bidirectional Instant Radiosity 

      Segovia, Benjamin; Iehl, Jean Claude; Mitanchey, Richard; Péroche, Bernard (The Eurographics Association, 2006)
      This paper presents a new sampling strategy to achieve interactive global illumination on one commodity computer. The goal is to propose an efficient numerical stochastic scheme which can be well adapted to a fast rendering ...
    • Spatio-Angular Resolution Tradeoffs in Integral Photography 

      Georgeiv, Todor; Zheng, Ke Colin; Curless, Brian; Salesin, David; Nayar, Shree; Intwala, Chintan (The Eurographics Association, 2006)
      An integral camera samples the 4D light field of a scene within a single photograph. This paper explores the fundamental tradeoff between spatial resolution and angular resolution that is inherent to integral photography. ...
    • Efficient Wavelet Rotation for Environment Map Rendering 

      Wang, Rui; Ng, Ren; Luebke, David; Humphreys, Greg (The Eurographics Association, 2006)
      Real-time shading with environment maps requires the ability to rotate the global lighting to each surface point's local coordinate frame. Although extensive previous work has studied rotation of functions represented by ...
    • Antialiasing for Automultiscopic 3D Displays 

      Zwicker, Matthias; Matusik, Wojciech; Durand, Frédo; Pfister, Hanspeter (The Eurographics Association, 2006)
      Automultiscopic displays show stereoscopic images that can be viewed from any viewpoint without special glasses. They hold great promise for the future of television and digital entertainment. However, the image quality ...
    • Automatic Multiperspective Images 

      Román, Augusto; Lensch, Hendrik P. A. (The Eurographics Association, 2006)
      Multiperspective images generated from a collection of photographs or a videostream can be used to effectively summarize long, roughly planar scenes such as city streets. The final image will span a larger field of view ...
    • A Novel Method for Fast and High-Quality Rendering of Hair 

      Xu, Songhua; Lau, Francis C. M.; Jiang, Hao; Pan, Yunhe (The Eurographics Association, 2006)
      This paper proposes a new rendering approach for hair. The model we use incorporates semantics-related information directly in the appearance modeling function which we call a Semantics-Aware Texture Function (SATF). This ...
    • Real-time Multi-perspective Rendering on Graphics Hardware 

      Hou, Xianyou; Wei, Li-Yi; Shum, Heung-Yeung; Guo, Baining (The Eurographics Association, 2006)
      Multi-perspective rendering has a variety of applications; examples include lens refraction, curved mirror re- flection, caustics, as well depiction and visualization. However, multi-perspective rendering is not yet practical ...
    • Visual Chatter in the Real World 

      Nayar, Shree K.; Krishnan, Gurunandan G. (The Eurographics Association, 2006)
      When a scene is lit by a source of light, the radiance of each point in the scene can be viewed as having two components, namely, direct and global. Recently, an efFIcient separation method has been proposed that uses high ...
    • Texture Transfer Using Geometry Correlation 

      Mertens, Tom; Kautz, Jan; Chen, Jiawen; Bekaert, Philippe; Durand, Frédo (The Eurographics Association, 2006)
      Texture variation on real-world objects often correlates with underlying geometric characteristics and creates a visually rich appearance. We present a technique to transfer such geometry-dependent texture variation from ...
    • Two Stage Importance Sampling for Direct Lighting 

      Cline, David; Egbert, Parris K.; Talbot, Justin F.; Cardon, David L. (The Eurographics Association, 2006)
      We describe an importance sampling method to generate samples based on the product of a BRDF and an environment map or large light source. The method works by creating a hierarchical partition of the light source based on ...
    • Adaptive Visibility-Driven View Cell Construction 

      Mattausch, Oliver; Bittner, Jirí; Wimmer, Michael (The Eurographics Association, 2006)
      We present a new method for the automatic partitioning of view space into a multi-level view cell hierarchy. We use a cost-based model in order to minimize the average rendering time. Unlike previous methods, our model ...
    • Ambient Occlusion for Animated Characters 

      Kontkanen, Janne; Aila, Timo (The Eurographics Association, 2006)
      We present a novel technique for approximating ambient occlusion of animated objects. Our method automatically determines the correspondence between animation parameters and per-vertex ambient occlusion using a set of ...
    • Handheld Pixels 

      Nordlund, Petri (The Eurographics Association, 2006)
      During this decade, pixels have become mobile. Cell phones, PDAs, handheld gaming consoles and other similar devices start to have color displays by standard and color displays are hungry for high-quality graphics. QVGA ...
    • Warping and Partitioning for Low Error Shadow Maps 

      Lloyd, D. Brandon; Tuft, David; Yoon, Sung-eui; Manocha, Dinesh (The Eurographics Association, 2006)
      We evaluate several shadow map algorithms based on warping and partitioning using the maximum perspective aliasing error over the entire view frustum. With respect to our error metric, we show that a range of warping ...
    • Making Radiance and Irradiance Caching Practical: Adaptive Caching and Neighbor Clamping 

      Krivánek, Jaroslav; Bouatouch, Kadi; Pattanaik, Sumanta; Zára, Jirí (The Eurographics Association, 2006)
      Radiance and irradiance caching are efficient global illumination algorithms based on interpolating indirect illumination from a sparse set of cached values. In this paper we propose an adaptive algorithm for guiding spatial ...
    • Tomographic Reconstruction of Transparent Objects 

      Trifonov, Borislav; Bradley, Derek; Heidrich, Wolfgang (The Eurographics Association, 2006)
      The scanning of 3D geometry has become a popular way of capturing the shape of real-world objects. Transparent objects, however, pose problems for traditional scanning methods. We present a visible light tomographic ...
    • A Spectral BSSRDF for Shading Human Skin 

      Donner, Craig; Jensen, Henrik Wann (The Eurographics Association, 2006)
      We present a novel spectral shading model for human skin. Our model accounts for both subsurface and surface scattering, and uses only four parameters to simulate the interaction of light with human skin. The four parameters ...