Now showing items 201-220 of 440

    • Ray Tracing Dynamic Scenes using Selective Restructuring 

      Yoon, Sung-Eui; Curtis, Sean; Manocha, Dinesh (The Eurographics Association, 2007)
      We present a novel algorithm to selectively restructure bounding volume hierarchies (BVHs) for ray tracing dynamic scenes. We derive two new metrics to evaluate the culling efficiency and restructuring benefit of any BVH. ...
    • Interactive Illumination with Coherent Shadow Maps 

      Ritschel, Tobias; Grosch, Thorsten; Kautz, Jan; Mueller, Stefan (The Eurographics Association, 2007)
      We present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps (CSMs). It is well-known that visibility queries dominate the cost of physically based rendering. ...
    • Convolution Shadow Maps 

      Annen, Thomas; Mertens, Tom; Bekaert, Philippe; Seidel, Hans-Peter; Kautz, Jan (The Eurographics Association, 2007)
      We present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the ...
    • Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence 

      Scherzer, Daniel; Jeschke, Stefan; Wimmer, Michael (The Eurographics Association, 2007)
      Shadow mapping suffers from spatial aliasing (visible as blocky shadows) as well as temporal aliasing (visible as flickering). Several methods have already been proposed for reducing such artifacts, but so far none is able ...
    • Precomputed Radiance Transfer for Dynamic Scenes Taking into Account Light Interreflection 

      Iwasaki, Kei; Dobashi, Yoshinori; Yoshimoto, Fujiichi; Nishita, Tomoyuki (The Eurographics Association, 2007)
      Fast rendering of dynamic scenes taking into account global illumination is one of the most challenging tasks in computer graphics. This paper proposes a new precomputed radiance transfer (PRT) method for rendering dynamic ...
    • Precomputed Radiance Transfer for Real-time Indirect Lighting using a Spectral Mesh Basis 

      Wang, Rui; Zhu, Jiajun; Humphreys, Greg (The Eurographics Association, 2007)
      Simulating indirect lighting effects has been a challenging topic in many real-time rendering and design applications. This paper presents a novel method, based on precomputed radiance transfer, for rendering physically ...
    • Large-Scale Data Management for PRT-Based Real-Time Rendering of Dynamically Skinned Models 

      Feng, Wei-Wen; Peng, Liang; Jia, Yuntao; Yu, Yizhou (The Eurographics Association, 2007)
      Computer games and real-time applications frequently adopt mesh skinning as a deformation technique for virtual characters and articulated objects. Rendering skinned models with global shading effects, such as interreflection ...
    • Global Illumination for the Masses 

      Gatenby, Neil (The Eurographics Association, 2007)
      Global Illumination (GI) algorithms came to fruition in the Graphics labs of USA, Europe, Japan, and beyond, during the 1980s and 1990s. The researchers who developed the algorithms had expert knowledge of the underlying ...
    • The Random Camera, the Coded Aperture Camera, and Other Cameras 

      Freeman, William T. (The Eurographics Association, 2007)
      I ll describe two cameras and a comparison of many cameras. In the random camera, we use a lens which creates a pseudo-random relationship between incoming light rays and resulting sensor locations. We studied various ...
    • Image-driven Navigation of Analytical BRDF Models 

      Ngan, Addy; Durand, Frédo; Matusik, Wojciech (The Eurographics Association, 2006)
      Specifying parameters of analytic BRDF models is a difficult task as these parameters are often not intuitive for artists and their effect on appearance can be non-uniform. Ideally, a given step in the parameter space ...
    • A Spectral BSSRDF for Shading Human Skin 

      Donner, Craig; Jensen, Henrik Wann (The Eurographics Association, 2006)
      We present a novel spectral shading model for human skin. Our model accounts for both subsurface and surface scattering, and uses only four parameters to simulate the interaction of light with human skin. The four parameters ...
    • Directing Gaze in 3D Models with Stylized Focus 

      Cole, Forrester; DeCarlo, Doug; Finkelstein, Adam; Kin, Kenrick; Morley, Keith; Santella, Anthony (The Eurographics Association, 2006)
      We present an interactive system for placing emphasis in stylized renderings of 3D models. The artist chooses a camera position, an area of interest, and a rendering style for the scene. The system then automatically renders ...
    • Painting With Texture 

      Ritter, Lincoln; Li, Wilmot; Curless, Brian; Agrawala, Maneesh; Salesin, David (The Eurographics Association, 2006)
      We present an interactive texture painting system that allows the user to author digital images by painting with a palette of input textures. At the core of our system is an interactive texture synthesis algorithm that ...
    • Bidirectional Instant Radiosity 

      Segovia, Benjamin; Iehl, Jean Claude; Mitanchey, Richard; Péroche, Bernard (The Eurographics Association, 2006)
      This paper presents a new sampling strategy to achieve interactive global illumination on one commodity computer. The goal is to propose an efficient numerical stochastic scheme which can be well adapted to a fast rendering ...
    • Ardeco: Automatic Region DEtection and COnversion 

      Lecot, Gregory; Levy, Bruno (The Eurographics Association, 2006)
      We present Ardeco, a new algorithm for image abstraction and conversion from bitmap images into vector graphics. Given a bitmap image, our algorithm automatically computes the set of vector primitives and gradients that ...
    • Segmentation-Based 3D Artistic Rendering 

      Kolliopoulos, Alexander; Wang, Jack M.; Hertzmann, Aaron (The Eurographics Association, 2006)
      This paper introduces segmentation-based 3D non-photorealistic rendering, in which 3D scenes are rendered as a collection of 2D image segments. Segments abstract out unnecessary detail and provide a basis for defining new ...
    • Ambient Occlusion for Animated Characters 

      Kontkanen, Janne; Aila, Timo (The Eurographics Association, 2006)
      We present a novel technique for approximating ambient occlusion of animated objects. Our method automatically determines the correspondence between animation parameters and per-vertex ambient occlusion using a set of ...
    • Interactive Screen-Space Accurate Photon Tracing on GPUs 

      Krüger, Jens; Bürger, Kai; Westermann, Rüdiger (The Eurographics Association, 2006)
      Recent advances in algorithms and graphics hardware have opened the possibility to render caustics at interactive rates on commodity PCs. This paper extends on this work in that it presents a new method to directly render ...
    • A Novel Method for Fast and High-Quality Rendering of Hair 

      Xu, Songhua; Lau, Francis C. M.; Jiang, Hao; Pan, Yunhe (The Eurographics Association, 2006)
      This paper proposes a new rendering approach for hair. The model we use incorporates semantics-related information directly in the appearance modeling function which we call a Semantics-Aware Texture Function (SATF). This ...
    • A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects 

      Estalella, Pau; Martin, Ignacio; Drettakis, George; Tost, Dani (The Eurographics Association, 2006)
      We present a GPU-driven method for the fast computation of specular reflections on curved objects. For every reflector of the scene, our method computes a virtual object for every other object reflected in it. This virtual ...