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NURBS-based Inverse Reflector Design
(The Eurographics Association, 2008)
Commonly used direct rendering techniques simulate light transport for a complete scene, specified in terms of light sources, geometry, materials, participating media, etc. On the other hand, inverse rendering problems ...
Image-based Participating Media
(The Eurographics Association, 2008)
Light transport inside participating media, like fog or water, involves complex interaction phenomena, which make traditional 3D rendering approaches challenging and computationally expensive. To circumvent this, we propose ...
Faster Rendering of Human Skin
(The Eurographics Association, 2008)
Rendering realistic human skin is not a trivial task. It means dealing with light diffusion in a multi-layered material, where multiple subsurface scattering events take place. Great care must be taken when simulating its ...
Understanding Exposure for Reverse Tone Mapping
(The Eurographics Association, 2008)
High dynamic range (HDR) displays are capable of providing a rich visual experience by boosting both luminance and contrast beyond what conventional displays can offer.We envision that HDR capture and display hardware will ...
Light Source Detection in Photographs
(The Eurographics Association, 2009)
Common tasks related to image processing or augmented reality include rendering new objects into existing images, or matching objects with unknown illumination. To facilitate such algorithms, it is often necessary to infer ...
Where are the Lights? Measuring the Accuracy of Human Vision
(The Eurographics Association, 2009)
In real life, light sources are frequently not present in our view field. However human vision is able to infer the illumination just by observing its effect on visible objects (serving as lightprobes) or, inverting the ...