Browsing Volume 35 (2016) by Subject "and texture"
Now showing items 1-6 of 6
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Compressed Multiresolution Hierarchies for High-Quality Precomputed Shadows
(The Eurographics Association and John Wiley & Sons Ltd., 2016)The quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high-resolution shadow maps based on precomputed multiresolution hierarchies. Traditional ... -
Fast Filtering of Reflection Probes
(The Eurographics Association and John Wiley & Sons Ltd., 2016)Game and movie studios are switching to physically based rendering en masse, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real-time. Cubemap filtering has also ... -
Merged Multiresolution Hierarchies for Shadow Map Compression
(The Eurographics Association and John Wiley & Sons Ltd., 2016)Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of highresolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (MMH), ... -
Minimal Sampling for Effective Acquisition of Anisotropic BRDFs
(The Eurographics Association and John Wiley & Sons Ltd., 2016)BRDFs are commonly used for material appearance representation in applications ranging from gaming and the movie industry, to product design and specification. Most applications rely on isotropic BRDFs due to their better ... -
Near-Instant Capture of High-Resolution Facial Geometry and Reflectance
(The Eurographics Association and John Wiley & Sons Ltd., 2016)We present a near-instant method for acquiring facial geometry and reflectance using a set of commodity DSLR cameras and flashes. Our setup consists of twenty-four cameras and six flashes which are fired in rapid succession ... -
A Survey of Real‐Time Crowd Rendering
(© 2016 The Eurographics Association and John Wiley & Sons Ltd., 2016)In this survey we review, classify and compare existing approaches for real‐time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze ...