Browsing EG2016 by Subject "and texture"
Now showing items 1-6 of 6
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BRDF Representation and Acquisition
(The Eurographics Association and John Wiley & Sons Ltd., 2016)Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and ... -
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 ... -
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 ... -
Real-Time Rendering of Heterogeneous Translucent Materials with Dynamic Programming
(The Eurographics Association, 2016)Subsurface scattering is important to express translucent materials such as skin, marble and so on realistically. However, rendering translucent materials in real-time is challenging, since calculating subsurface light ... -
Real-time Rendering of Heterogeneous Translucent Objects using Voxel Number Map
(The Eurographics Association, 2016)Rendering of tranlucent objects enhances the reality of computer graphics, however, it is still computationally expensive. In this paper, we introduce a real-time rendering technique for heterogeneous translucent objects ... -
Texel Shading
(The Eurographics Association, 2016)We have developed a texture space shading system built on modern graphics hardware. It begins with a conventional rasterization stage, but records texel accesses as shading work rather than running a shade per pixel. Shading ...