Now showing items 1-20 of 35

    • Convolution Shadow Maps 

      Annen, Thomas; Mertens, Tom; Bekaert, Philippe; Seidel, Hans-Peter; Kautz, Jan (The Eurographics Association, 2007)
      We present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the ...
    • Precomputed Radiance Transfer for Dynamic Scenes Taking into Account Light Interreflection 

      Iwasaki, Kei; Dobashi, Yoshinori; Yoshimoto, Fujiichi; Nishita, Tomoyuki (The Eurographics Association, 2007)
      Fast rendering of dynamic scenes taking into account global illumination is one of the most challenging tasks in computer graphics. This paper proposes a new precomputed radiance transfer (PRT) method for rendering dynamic ...
    • Precomputed Radiance Transfer for Real-time Indirect Lighting using a Spectral Mesh Basis 

      Wang, Rui; Zhu, Jiajun; Humphreys, Greg (The Eurographics Association, 2007)
      Simulating indirect lighting effects has been a challenging topic in many real-time rendering and design applications. This paper presents a novel method, based on precomputed radiance transfer, for rendering physically ...
    • Large-Scale Data Management for PRT-Based Real-Time Rendering of Dynamically Skinned Models 

      Feng, Wei-Wen; Peng, Liang; Jia, Yuntao; Yu, Yizhou (The Eurographics Association, 2007)
      Computer games and real-time applications frequently adopt mesh skinning as a deformation technique for virtual characters and articulated objects. Rendering skinned models with global shading effects, such as interreflection ...
    • Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence 

      Scherzer, Daniel; Jeschke, Stefan; Wimmer, Michael (The Eurographics Association, 2007)
      Shadow mapping suffers from spatial aliasing (visible as blocky shadows) as well as temporal aliasing (visible as flickering). Several methods have already been proposed for reducing such artifacts, but so far none is able ...
    • The Random Camera, the Coded Aperture Camera, and Other Cameras 

      Freeman, William T. (The Eurographics Association, 2007)
      I ll describe two cameras and a comparison of many cameras. In the random camera, we use a lens which creates a pseudo-random relationship between incoming light rays and resulting sensor locations. We studied various ...
    • Global Illumination for the Masses 

      Gatenby, Neil (The Eurographics Association, 2007)
      Global Illumination (GI) algorithms came to fruition in the Graphics labs of USA, Europe, Japan, and beyond, during the 1980s and 1990s. The researchers who developed the algorithms had expert knowledge of the underlying ...
    • General Linear Cameras with Finite Aperture 

      Adams, Andrew; Levoy, Marc (The Eurographics Association, 2007)
      A pinhole camera selects a two-dimensional set of rays from the four-dimensional light field. Pinhole cameras are a type of general linear camera, defined as planar 2D slices of the 4D light field. Cameras with finite ...
    • Interactive Illumination with Coherent Shadow Maps 

      Ritschel, Tobias; Grosch, Thorsten; Kautz, Jan; Mueller, Stefan (The Eurographics Association, 2007)
      We present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps (CSMs). It is well-known that visibility queries dominate the cost of physically based rendering. ...
    • Material Based Splashing of Water Drops 

      Garg, Kshitiz; Krishnan, Gurunandan G.; Nayar, Shree K. (The Eurographics Association, 2007)
      The splashing of a water drop is a fascinating phenomenon that results from a variety of complex interactions between the drop and the material it impacts. In general, the distribution of droplets of a splash depends on ...
    • Microfacet Models for Refraction through Rough Surfaces 

      Walter, Bruce; Marschner, Stephen R.; Li, Hongsong; Torrance, Kenneth E. (The Eurographics Association, 2007)
      Microfacet models have proven very successful for modeling light reflection from rough surfaces. In this paper we review microfacet theory and demonstrate how it can be extended to simulate transmission through rough ...
    • Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination 

      Ma, Wan-Chun; Hawkins, Tim; Peers, Pieter; Chabert, Charles-Felix; Weiss, Malte; Debevec, Paul (The Eurographics Association, 2007)
      We estimate surface normal maps of an object from either its diffuse or specular reflectance using four spherical gradient illumination patterns. In contrast to traditional photometric stereo, the spherical patterns allow ...
    • Rendering Discrete Random Media Using Precomputed Scattering Solutions 

      Moon, Jonathan T.; Walter, Bruce; Marschner, Stephen R. (The Eurographics Association, 2007)
      This paper addresses light transport through a discrete random medium, which we define as a volume filled with macroscopic scattering geometry generated by a random process. This formulation is more general than standard ...
    • Rendering Translucent Materials Using Photon Diffusion 

      Donner, Craig; Jensen, Henrik Wann (The Eurographics Association, 2007)
      We present a new algorithm for rendering translucent materials that combines photon tracing with diffusion. This combination makes it possible to efficiently render highly scattering translucent materials while accounting ...
    • An Interactive Perceptual Rendering Pipeline using Contrast and Spatial Masking 

      Drettakis, George; Bonneel, Nicolas; Dachsbacher, Carsten; Lefebvre, Sylvain; Schwarz, Michael; Viaud-Delmon, Isabelle (The Eurographics Association, 2007)
      We present a new perceptual rendering pipeline which takes into account visual masking due to contrast and spatial frequency. Our framework predicts inter-object, scene-level masking caused by partial occlusion and shadows. ...
    • Incremental Instant Radiosity for Real-Time Indirect Illumination 

      Laine, Samuli; Saransaari, Hannu; Kontkanen, Janne; Lehtinen, Jaakko; Aila, Timo (The Eurographics Association, 2007)
      We present a method for rendering single-bounce indirect illumination in real time on currently available graphics hardware. The method is based on the instant radiosity algorithm, where virtual point lights (VPLs) are ...
    • Photorealistic Image Rendering with Population Monte Carlo Energy Redistribution 

      Lai, Yu-Chi; Fan, Shao Hua; Chenney, Stephen; Dyer, Charcle (The Eurographics Association, 2007)
      This work presents a novel global illumination algorithm which concentrates computation on important light transport paths and automatically adjusts energy distributed area for each light transport path. We adapt statistical ...
    • Ray Tracing Dynamic Scenes using Selective Restructuring 

      Yoon, Sung-Eui; Curtis, Sean; Manocha, Dinesh (The Eurographics Association, 2007)
      We present a novel algorithm to selectively restructure bounding volume hierarchies (BVHs) for ray tracing dynamic scenes. We derive two new metrics to evaluate the culling efficiency and restructuring benefit of any BVH. ...
    • Instant Sound Scattering 

      Tsingos, Nicolas; Dachsbacher, Carsten; Lefebvre, Sylvain; Dellepiane, Matteo (The Eurographics Association, 2007)
      Real-time sound rendering engines often render occlusion and early sound reflection effects using geometrical techniques such as ray or beam tracing. They can only achieve interactive rendering for environments of low local ...
    • A Real-time Beam Tracer with Application to Exact Soft Shadows 

      Overbeck, Ryan; Ramamoorthi, Ravi; Mark, William R. (The Eurographics Association, 2007)
      Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods either scale poorly with ...