Browsing Tutorials by Title
Now showing items 1-15 of 15
-
Advanced Shading Techniques
(Eurographics Association, 2003)Focus of this talk: • Per-pixel point light Blinn-Phong lighting • Per-pixel realistic metal-BRDF • Per-pixel anisotropic lighting • Procedural textures • Different reflection/environment mapping techniques • “Faked“ translucency -
Alternative Augmented Reality Approaches: Concepts, Techniques, and Applications
(Eurographics Association, 2003)In this tutorial we discuss application specific alternative augmented reality (AR) approaches –such as Virtual Showcases and Shader Lamps– that focus on overcoming some of the limitations linked to conventional AR displays. ... -
Efficient Monte Carlo and Quasi-Monte Carlo Rendering Techniques
(Eurographics Association, 2003)- -
Facial Modeling and Animation
(Eurographics Association, 2003)In this tutorial we present an overview of the concepts and current techniques that have been developed to model and animate human faces. We introduce the research area of facial modeling and animation by its history and ... -
Flow Visualization by Texture Advection
(Eurographics Association, 2003)• Vector field visualization: indirectly by tracing particles • Issues: – Seed point positioning – Dense vs. sparse representation – Steady vs. unsteady flow fields – Visualization speed -
Non-Photorealistic Rendering
(Eurographics Association, 2003)• Focus of this talk – Silhouette rendering – Cartoon shading – Hatching – Charcoal rendering – Image-space filter operations – Dither screens -
Photorealistic Augmented Reality
(Eurographics Association, 2003)Augmenting real-world images with synthetic objects is becoming of increasing importance in both research and commercial applications, and encompasses aspects of fields such as mobile camera and display technology, computer ... -
Real Numbers, Real Images
(Eurographics Association, 2003)This tutorial develops the thesis that the real world is best represented by real numbers, which are approximated by floating point values in the computer. As the floating point unit (FPU) continues to accelerate, outpacing ...