Now showing items 301-320 of 440

    • A spectral-particle hybrid method for rendering falling snow 

      Langer, M. S.; Zhang, L.; Klein, A.W.; Bhatia, A.; Pereira, J.; Rekhi, D. (The Eurographics Association, 2004)
      Falling snow has the visual property that it is simultaneously a set of discrete moving particles as well as a dynamic texture. To capture the dynamic texture properties of falling snow using particle systems can, however, ...
    • An Efficient Hybrid Shadow Rendering Algorithm 

      Chan, Eric; Durand, Fredo (The Eurographics Association, 2004)
      We present a hybrid algorithm for rendering hard shadows accurately and efficiently. Our method combines the strengths of shadow maps and shadow volumes. We first use a shadow map to identify the pixels in the image that ...
    • Hemispherical Rasterization for Self-Shadowing of Dynamic Objects 

      Kautz, Jan; Lehtinen, Jaakko; Aila, Timo (The Eurographics Association, 2004)
      We present a method for interactive rendering of dynamic models with self-shadows due to time-varying, lowfrequency lighting environments. In contrast to previous techniques, the method is not limited to static or preanimated ...
    • Alias-Free Shadow Maps 

      Aila, Timo; Laine, Samuli (The Eurographics Association, 2004)
      In this paper we abandon the regular structure of shadow maps. Instead, we transform the visible pixels P(x, y, z) from screen space to the image plane of a light source P0(x0, y0, z0). The (x0, y0) are then used as sampling ...
    • A Lixel for every Pixel 

      Chong, Hamilton Y.; Gortler, Steven J. (The Eurographics Association, 2004)
      Shadow mapping is a very useful tool for generating shadows in many real-time rendering settings and is even used in some off-line renderers. One of the difficulties when using a shadow map is obtaining a sufficiently dense ...
    • A Self-Shadow Algorithm for Dynamic Hair using Density Clustering 

      Mertens, Tom; Kautz, Jan; Bekaert, Philippe; Reeth, Frank Van (The Eurographics Association, 2004)
      Self-shadowing is an important factor in the appearance of hair and fur. In this paper we present a new rendering algorithm to accurately compute shadowed hair at interactive rates using graphics hardware. No constraint ...
    • Light Space Perspective Shadow Maps 

      Wimmer, Michael; Scherzer, Daniel; Purgathofer, Werner (The Eurographics Association, 2004)
      In this paper, we present a new shadow mapping technique that improves upon the quality of perspective and uniform shadow maps. Our technique uses a perspective transform specified in light space which allows treating all ...
    • Anti-aliasing and Continuity with Trapezoidal Shadow Maps 

      Martin, Tobias; Tan, Tiow-Seng (The Eurographics Association, 2004)
      This paper proposes a new shadow map technique termed trapezoidal shadow maps to calculate high quality shadows in real-time applications. To address the resolution problem of the standard shadow map approach, our technique ...
    • An Irradiance Atlas for Global Illumination in Complex Production Scenes 

      Christensen, Per H.; Batali, Dana (The Eurographics Association, 2004)
      We introduce a tiled 3D MIP map representation of global illumination data. The representation is an adaptive, sparse octree with a "brick" at each octree node; each brick consists of 8 <sup>3</sup> voxels with ...
    • Simulating Photon Mapping for Real-time Applications 

      Larsen, Bent Dalgaard; Christensen, Niels Jørgen (The Eurographics Association, 2004)
      This paper introduces a novel method for simulating photon mapping for real-time applications. First we introduce a new method for selectively redistributing photons. Then we describe a method for selectively updating the ...
    • Rendering Procedural Terrain by Geometry Image Warping 

      Dachsbacher, Carsten; Stamminger, Marc (The Eurographics Association, 2004)
      We describe an approach for rendering large terrains in real-time. A digital elevation map defines the rough shape of the terrain. During rendering, procedural geometric and texture detail is added by the graphics hardware. ...
    • Realtime Caustics Using Distributed Photon Mapping 

      Günther, Johannes; Wald, Ingo; Slusallek, Philipp (The Eurographics Association, 2004)
      With the advancements in realtime ray tracing and new global illumination algorithms we are now able to render the most important illumination effects at interactive rates. One of the major remaining issues is the fast and ...
    • Real-time appearance preserving out-of-core rendering with shadows 

      Guthe, Michael; Borodin, Pavel; Balázs, Ákos; Klein, Reinhard (The Eurographics Association, 2004)
      Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging task, especially under real-time constraints and ...
    • Rendering Forest Scenes in Real-Time 

      Decaudin, Philippe; Neyret, Fabrice (The Eurographics Association, 2004)
      Forests are crucial for scene realism in applications such as light simulators. This paper proposes a new representation allowing for the real-time rendering of realistic forests covering an arbitrary terrain. It lets us ...
    • An Interactive Out-of-Core Rendering Framework for Visualizing Massively Complex Models 

      Wald, Ingo; Dietrich, Andreas; Slusallek, Phlipp (The Eurographics Association, 2004)
      With the tremendous advances in both hardware capabilities and rendering algorithms, rendering performance is steadily increasing. Even consumer graphics hardware can render many million triangles per second. However, scene ...
    • A Framework for Multiperspective Rendering 

      Yu, J.; McMillan, L. (The Eurographics Association, 2004)
      We present a framework for the direct rendering of multiperspective images. We treat multiperspective imaging systems as devices for capturing smoothly varying set of rays, and we show that under an appropriate parametrization, ...
    • Image-Based Stereoscopic Painterly Rendering 

      Stavrakis, E.; Gelautz, M. (The Eurographics Association, 2004)
      We present a new image-based stereoscopic painterly algorithm that we use to automatically generate stereoscopic paintings. Our work is motivated by contemporary painters who have explored the aesthetic implications of ...
    • Programmable Style for NPR Line Drawing 

      Grabli, Stéphane; Turquin, Emmanuel; Durand, Frédo; Sillion, François X. (The Eurographics Association, 2004)
      This paper introduces a programmable approach to non-photorealistic line drawing from 3D models, inspired by programmable shaders in traditional rendering. We propose a new image creation model where all operations are ...
    • PointWorks: Abstraction and Rendering of Sparsely Scanned Outdoor Environments 

      Xu, Hui; Gossett, Nathan; Chen, Baoquan (The Eurographics Association, 2004)
      This paper describes a system, dubbed PointWorks, for rendering three-dimensionally digitized outdoor environments in non-photorealistic rendering styles. The challenge in rendering scanned outdoor environments is accommodating ...
    • Rendering Evolution at Industrial Light and Magic 

      Hery, Christophe (The Eurographics Association, 2004)
      From Jurassic Park to Van Helsing, the rendering technologies at ILM have evolved over the last 10 years, both to satisfy the high demands of our clients and also those of the general public. State-of-the-art rendering ...