Now showing items 1-20 of 35

    • 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 ...
    • 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 ...
    • 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. ...
    • 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 ...
    • Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU 

      Roger, David; Assarsson, Ulf; Holzschuch, Nicolas (The Eurographics Association, 2007)
      In this paper, we present a new algorithm for interactive rendering of animated scenes with Whitted Ray-Tracing, running on the GPU. We focus our attention on the secondary rays (the rays generated by one or more bounces ...
    • 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 ...
    • Dynamic Point Distribution for Stroke-based Rendering 

      Vanderhaeghe, David; Barla, Pascal; Thollot, Joelle; Sillion, Francois X. (The Eurographics Association, 2007)
      We present a new point distribution algorithm that is well adapted to stroke-based rendering systems. Its main characteristic is to deal efficiently with three conflicting constraints: the distribution of points should ...
    • Efficient Basis Decomposition for Scattered Reflectance Data 

      Weistroffer, R. Peter; Walcott, Kristen R.; Humphreys, Greg; Lawrence, Jason (The Eurographics Association, 2007)
      Recent progress in acquisition technology has increased the availability and quality of measured appearance data. Although representations based on dimensionality reduction provide the greatest fidelity to measured data, ...
    • Dirty Glass: Rendering Contamination on Transparent Surfaces 

      Gu, Jinwei; Ramamoorthi, Ravi; Belhumeur, Peter; Nayar, Shree (The Eurographics Association, 2007)
      Rendering of clean transparent objects has been well studied in computer graphics. However, real-world transparent objects are seldom clean their surfaces have a variety of contaminants such as dust, dirt, and lipids. These ...
    • 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 ...
    • Compressed Random-Access Trees for Spatially Coherent Data 

      Lefebvre, Sylvain; Hoppe, Hugues (The Eurographics Association, 2007)
      Adaptive multiresolution hierarchies are highly efficient at representing spatially coherent graphics data. We introduce a framework for compressing such adaptive hierarchies using a compact randomly-accessible tree ...
    • Interactive Smooth and Curved Shell Mapping 

      Jeschke, Stefan; Mantler, Stephan; Wimmer, Michael (The Eurographics Association, 2007)
      Shell mapping is a technique to represent three-dimensional surface details. This is achieved by extruding the triangles of an existing mesh along their normals, and mapping a 3D function (e.g., a 3D texture) into the ...
    • Feature-Guided Dynamic Texture Synthesis on Continuous Flows 

      Narain, Rahul; Kwatra, Vivek; Lee, Huai-Ping; Kim, Theodore; Carlson, Mark; Lin, Ming C. (The Eurographics Association, 2007)
      We present a technique for synthesizing spatially and temporally varying textures on continuous flows using image or video input, guided by the physical characteristics of the fluid stream itself. This approach enables the ...
    • 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 ...
    • 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 ...
    • 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 ...
    • Using Photographs to Enhance Videos of a Static Scene 

      Bhat, Pravin; Zitnick, C. Lawrence; Snavely, Noah; Agarwala, Aseem; Agrawala, Maneesh; Cohen, Michael; Curless, Brian; Kang, Sing Bing (The Eurographics Association, 2007)
      We present a framework for automatically enhancing videos of a static scene using a few photographs of the same scene. For example, our system can transfer photographic qualities such as high resolution, high dynamic range ...
    • High Dynamic Range Image Hallucination 

      Wang, Lvdi; Wei, Li-Yi; Zhou, Kun; Guo, Baining; Shum, Heung-Yeung (The Eurographics Association, 2007)
      We introduce high dynamic range image hallucination for adding high dynamic range details to the over-exposed and under-exposed regions of a low dynamic range image. Our method is based on a simple assumption: there exist ...
    • 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 ...