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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 ...
3D Modelling Framework: an Incremental Approach
(The Eurographics Association, 2016)
This paper presents a framework for on-line incremental 3D modeling useful for human computer interaction or telepresence applications. We aim a free viewpoint approach based on user's realistic representation to simulate ...
Skyglow: Towards a Night-time Illumination Model for Urban Environments
(The Eurographics Association, 2016)
For night-time scenes in computer graphics there exist few consistent models or implementations for sky illumination, and those that do exist lack the feature of light pollution from artificial light sources. We present ...
Rig-Space Motion Retargeting
(The Eurographics Association, 2016)
This paper presents a framework for transferring rig parameters from a source animation to a target model, allowing artists to further refine and adjust the animation. Most previous methods only transfer animations to ...
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 ...
Interactive Monte-Carlo Ray-Tracing Upsampling
(The Eurographics Association, 2016)
We propose a practical method to approximate global illumination at interactive framerates for dynamic scenes. We address multi-bounce, visibility-aware indirect lighting, for diffuse to moderately glossy materials, relying ...