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Rendering Large Point Datasets with GPU Shaders
(The Eurographics Association, 2010)
This paper demonstrates how programmable GPUs are a powerful tool to display large point datasets at an interactive frame rate. Point datasets are commonly used to analyse and solve complex problems, but rendering them is ...
Depth from a Single Image Through User Interaction
(The Eurographics Association, 2014)
In this paper we present a method to obtain a depth map from a single image of a scene by exploiting both image content and user interaction. Assuming that regions with low gradients will have similar depth values, we ...
Improving Depth Estimation Using Superpixels
(The Eurographics Association, 2014)
This work is focused on assigning a depth label to each pixel in the image. We consider off-the-shelf algorithms that provide depth information from multiple views or depth information directly obtained from RGB-d sensors. ...
Analysis of Coded Apertures for Defocus Deblurring of HDR Images
(The Eurographics Association, 2012)
In recent years, research on computational photography has reached important advances in the field of coded apertures for defocus deblurring. These advances are known to perform well for low dynamic range images (LDR), but ...
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 ...
Bidirectional Clustering for Scalable VPL-based Global Illumination
(The Eurographics Association, 2015)
Virtual Point Lights (VPL) methods approximate global illumination (GI) in a scene by using a large number of virtual lights modeling the reflected radiance of a surface. These methods are efficient, and allow computing ...
Low Cost Decomposition of Direct and Global Illumination in Real Scenes
(The Eurographics Association, 2015)
Recent advances in the field of computational light transport have made it possible to solve previously unsolvable problems thanks to incorporating new devices and techniques. One of these problems is the decomposition of ...
Compressive High Speed Video Acquisition
(The Eurographics Association, 2015)
Traditional video capture is limited by the trade-off between spatial and temporal resolution. When capturing videos of high temporal resolution, the spatial resolutions decreases due to bandwidth limitations in the capture ...