Now showing items 341-360 of 440

    • An Efficient Spatio-Temporal Architecture for Animation Rendering 

      Havran, Vlastimil; Damez, Cyrille; Myszkowski, Karol; Seidel, Hans-Peter (The Eurographics Association, 2003)
      Producing high quality animations featuring rich object appearance and compelling lighting effects is very time consuming using traditional frame-by-frame rendering systems. In this paper we present a rendering architecture ...
    • Interactive Global Illumination in Complex and Highly Occluded Environments 

      Wald, Ingo; Benthin, Carsten; Slusallek, Philipp (The Eurographics Association, 2003)
      Global illumination algorithms have traditionally been very time consuming and were only suitable for off-line computations. Recent research in realtime ray tracing has improved global illumination performance to allow for ...
    • Fast Texture Synthesis on Arbitrary Meshes 

      Magda, Sebastian; Kriegman, David (The Eurographics Association, 2003)
      While texture synthesis on surfaces has received much attention in computer graphics, the ideal solution that quickly produces high-quality textures with little user intervention has remained elusive. The algorithm presented ...
    • Hybrid Texture Synthesis 

      Nealen, Andrew; Alexa, Marc (The Eurographics Association, 2003)
      Patch-based texture synthesis algorithms produce reasonable results for a wide variety of texture classes. They preserve global structure, but often introduce unwanted visual artifacts along patch boundaries. Pixel-based ...
    • Interactive Texture Synthesis on Surfaces Using Jump Maps 

      Zelinka, Steve; Garland, Michael (The Eurographics Association, 2003)
      We introduce a new method for fast texture synthesis on surfaces from examples. We generalize the image-based jump map texture synthesis algorithm, which partitions the task of texture synthesis into a slower analysis phase ...
    • Path Integration for Light Transport in Volumes 

      Premoze, Simon; Ashikhmin, Michael; Shirley, Peter (The Eurographics Association, 2003)
      Simulating the transport of light in volumes such as clouds or objects with subsurface scattering is computationally expensive. We describe an approximation to such transport using path integration. Unlike the more commonly ...
    • Efficient Illumination by High Dynamic Range Images 

      Kollig, Thomas; Keller, Alexander (The Eurographics Association, 2003)
      We present an algorithm for determining quadrature rules for computing the direct illumination of predominantly diffuse objects by high dynamic range images. The new method precisely reproduces fine shadow detail, is much ...
    • Global Illumination Animation with Random Radiance Representation 

      Szirmay-Kalos, László; Antal, György; Benedek, Balázs (The Eurographics Association, 2003)
      This paper proposes a non-diffuse global illumination algorithm that is fast enough to be appropriate for interactive walkthroughs and general animations. To meet the severe performance requirements, we heavily exploit ...
    • A Stained Glass Image Filter 

      Mould, David (The Eurographics Association, 2003)
      Medieval stained glass windows are a stylized artform that has not previously been thoroughly treated in the computer graphics literature. In this paper, we present an automated method for transforming an arbitrary image ...
    • Delivering Interactivity to Complex Tone Mapping Operators 

      Artusi, Alessandro; Bittner, Jirí; Wimmer, Michael; Wilkie, Alexander (The Eurographics Association, 2003)
      The accurate display of high dynamic range images requires the application of complex tone mapping operators. These operators are computationally costly, which prevents their usage in interactive applications. We propose ...
    • Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware 

      Goodnight, Nolan; Wang, Rui; Woolley, Cliff; Humphreys, Greg (The Eurographics Association, 2003)
      Modern graphics architectures have replaced stages of the graphics pipeline with fully programmable modules. Therefore, it is now possible to perform fairly general computation on each vertex or fragment in a scene. In ...
    • Computer Generated Celtic Design 

      Kaplan, Matthew; Cohen, Elaine (The Eurographics Association, 2003)
      We present a technique for automating the construction of Celtic knotwork and decorations similar to those in illuminated manuscripts such as the Lindisfarne Gospels. Our method eliminates restrictions imposed by previous ...
    • Approximate Soft Shadows on Arbitrary Surfaces using PenumbraWedges 

      Akenine-Möller, Tomas; Assarsson, Ulf (The Eurographics Association, 2002)
      Shadow generation has been subject to serious investigation in computer graphics, and many clever algorithms have been suggested. However, previous algorithms cannot render high quality soft shadows onto arbitrary, animated ...
    • Fast, Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics 

      Kautz, Jan; Sloan, Peter-Pike; Snyder, John (The Eurographics Association, 2002)
      Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or directional light sources. We extend such shading to smooth, area lighting using a low-order spherical harmonic basis for ...
    • Image-based Environment Matting 

      Wexler, Yonatan; Fitzgibbon, Andrew. W.; Zisserman, Andrew. (The Eurographics Association, 2002)
      Environment matting is a powerful technique for modeling the complex light-transport properties of real-world optically active elements: transparent, refractive and reflective objects. Recent research has shown how environment ...
    • Acquisition and Rendering of Transparent and Refractive Objects 

      Matusik, Wojciech; Pfister, Hanspeter; Ziegler, Remo; Ngan, Addy; McMillan, Leonard (The Eurographics Association, 2002)
      This paper introduces a new image-based approach to capturing and modeling highly specular, transparent, or translucent objects. We have built a system for automatically acquiring high quality graphical models of objects ...
    • The Free-form Light Stage 

      Masselus, Vincent; Dutré, Philip; Anrys, Frederik (The Eurographics Association, 2002)
      We present the Free-form Light Stage, a system that captures the reflectance field of an object using a free-moving, hand-held light source. By photographing the object under different illumination conditions, we are able ...
    • Appearance based object modeling using texture database: Acquisition, compression and rendering 

      Furukawa, R.; Kawasaki, H.; Ikeuchi, K.; Sakauchi, M. (The Eurographics Association, 2002)
      Image-based object modeling can be used to compose photorealistic images of modeled objects for various rendering conditions, such as viewpoint, light directions, etc. However, it is challenging to acquire the large number ...
    • Real-Time Halftoning: A Primitive For Non-Photorealistic Shading 

      Freudenberg, Bert; Masuch, Maic; Strothotte, Thomas (The Eurographics Association, 2002)
      We introduce halftoning as a general primitive for real-time non-photorealistic shading. It is capable of producing a variety of rendering styles, ranging from engraving with lighting-dependent line width to pen-and-ink ...
    • Curve Analogies 

      Hertzmann, Aaron; Oliver, Nuria; Curless, Brian; Seitz, Steven M. (The Eurographics Association, 2002)
      This paper describes a method for learning statistical models of 2D curves, and shows how these models can be used to design line art rendering styles by example. A user can create a new style by providing an example of ...