Browsing 27-Issue 4 by Title
Now showing items 15-27 of 27
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Precomputed Atmospheric Scattering
(The Eurographics Association and Blackwell Publishing Ltd, 2008)We present a new and accurate method to render the atmosphere in real time from any viewpoint from ground level to outer space, while taking Rayleigh and Mie multiple scattering into account. Our method reproduces many ... -
Preface, Table of Contents, Cover
(The Eurographics Association and Blackwell Publishing, Inc, 2008) -
Ptex: Per-Face Texture Mapping for Production Rendering
(The Eurographics Association and Blackwell Publishing Ltd, 2008)Explicit parameterization of subdivision surfaces for texture mapping adds significant cost and complexity to film production. Most parameterization methods currently in use require setup effort, and none are completely ... -
Real-time Shading with Filtered Importance Sampling
(The Eurographics Association and Blackwell Publishing Ltd, 2008)We propose an analysis of numerical integration based on sampling theory, whereby the integration error caused by aliasing is suppressed by pre-filtering. We derive a pre-filter for evaluating the illumination integral ... -
ReduceM: Interactive and Memory Efficient Ray Tracing of Large Models
(The Eurographics Association and Blackwell Publishing Ltd, 2008)We present a novel representation and algorithm, ReduceM, for memory efficient ray tracing of large scenes. ReduceM exploits the connectivity between triangles in a mesh and decomposes the model into triangle strips. We ... -
Rendering Trees with Indirect Lighting in Real Time
(The Eurographics Association and Blackwell Publishing Ltd, 2008)High quality lighting is one of the challenges for interactive tree rendering. To this end, this paper presents a lighting model allowing real-time rendering of trees with convincing indirect lighting. Rather than defining ... -
Sample Based Visibility for Soft Shadows using Alias-free Shadow Maps
(The Eurographics Association and Blackwell Publishing Ltd, 2008)This paper introduces an accurate real-time soft shadow algorithm that uses sample based visibility. Initially, we present a GPU-based alias-free hard shadow map algorithm that typically requires only a single render pass ... -
ScribbleBoost: Adding Classification to Edge-Aware Interpolation of Local Image and Video Adjustments
(The Eurographics Association and Blackwell Publishing Ltd, 2008)One of the most common tasks in image and video editing is the local adjustment of various properties (e.g., saturation or brightness) of regions within an image or video. Edge-aware interpolation of user-drawn scribbles ... -
Sequential Monte Carlo Adaptation in Low-Anisotropy Participating Media
(The Eurographics Association and Blackwell Publishing Ltd, 2008)This paper presents a novel method that effectively combines both control variates and importance sampling in a sequential Monte Carlo context. The radiance estimates computed during the rendering process are cached in a ... -
Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent Rays
(The Eurographics Association and Blackwell Publishing Ltd, 2008) -
Stylized Vector Art from 3D Models with Region Support
(The Eurographics Association and Blackwell Publishing Ltd, 2008)We describe a rendering system that converts a 3D meshed model into the stylized 2D filled-region vector-art commonly found in clip-art libraries. To properly define filled regions, we analyze and combine accurate but ... -
Table-driven Adaptive Importance Sampling
(The Eurographics Association and Blackwell Publishing Ltd, 2008)Monte Carlo rendering algorithms generally rely on some form of importance sampling to evaluate the measurement equation. Most of these importance sampling methods only take local information into account, however, so the ... -
Tensor Clustering for Rendering Many-Light Animations
(The Eurographics Association and Blackwell Publishing Ltd, 2008)Rendering animations of scenes with deformable objects, camera motion, and complex illumination, including indirect lighting and arbitrary shading, is a long-standing challenge. Prior work has shown that complex lighting ...