Browsing EG2015 by Subject "and texture"
Now showing items 1-7 of 7
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Adaptive LightSlice for Virtual Ray Lights
(The Eurographics Association, 2015)We speed up the rendering of participating media with Virtual Ray Lights (VRLs) by clustering them in a preprocessing step. A subset of representative VRLs is then sampled from the clustering, which is used for the final ... -
Compressive Image Reconstruction in Reduced Union of Subspaces
(The Eurographics Association and John Wiley & Sons Ltd., 2015)We present a new compressed sensing framework for reconstruction of incomplete and possibly noisy images and their higher dimensional variants, e.g. animations and light-fields. The algorithm relies on a learning-based ... -
Exploiting the Potential of Image Based Crowd Rendering
(The Eurographics Association, 2015)Per-joint impostors have been used to achieve high performance when rendering thousands of agents, while still allowing us to blend animation. This provides interactively animated crowds and reduces the memory footprint ... -
High-Quality Shadows for Streaming Terrain Rendering
(The Eurographics Association, 2015)Rendering of large, detailed 3D terrains on commodity hardware has become possible through the use of raycasting, data caching and prefetching. Adding dynamic shadows as they appear during a day-night cycle remais a challenge ... -
IlluminationCut
(The Eurographics Association and John Wiley & Sons Ltd., 2015)We present a novel algorithm, IlluminationCut, for rendering images using the many-lights framework. It handles any light source that can be approximated with virtual point lights (VPLs) as well as highly glossy materials. ... -
Interactive HDR Environment Map Capturing on Mobile Devices
(The Eurographics Association, 2015)Real world illumination, captured by digitizing devices, is beneficial to solve many problems in computer graphics. Therefore, practical methods for capturing this illumination are of high interest. In this paper, we present ... -
Partitioned Shadow Volumes
(The Eurographics Association and John Wiley & Sons Ltd., 2015)Real-time shadows remain a challenging problem in computer graphics. In this context, shadow algorithms generally rely either on shadow mapping or shadow volumes. This paper rediscovers an old class of algorithms that build ...