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Texture Transfer Using Geometry Correlation
(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 ...
Real-time Multi-perspective Rendering on Graphics Hardware
(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 ...
Two Stage Importance Sampling for Direct Lighting
(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
(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 ...
Visual Chatter in the Real World
(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 ...
Handheld Pixels
(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 ...
Silhouette Texture
(The Eurographics Association, 2006)
Using coarse meshes with textures and/or normal maps to represent detailed meshes often results in poor visual quality along silhouettes. To tackle this problem, we introduce silhouette texture, a new data structure for ...
Sequential Sampling for Dynamic Environment Map Illumination
(The Eurographics Association, 2006)
Sampling complex illumination in the form of environment maps has received a lot of attention in computer graphics. Recent work in this area has demonstrated that drawing samples from the product of light and BRDF produces ...
Statistical Acquisition of Texture Appearance
(The Eurographics Association, 2006)
We propose a simple method to acquire and reconstruct material appearance with sparsely sampled data. Our technique renders elaborate view- and light-dependent effects and faithfully reproduces materials such as fabrics ...
Near Optimal Hierarchical Culling: Performance Driven Use of Hardware Occlusion Queries
(The Eurographics Association, 2006)
The most efficient general occlusion culling techniques are based on hardware accelerated occlusion queries. Although in many cases these techniques can considerably improve performance, they may still reduce efficiency ...