EGWR: Eurographics Workshop on Rendering: Recent submissions
Now showing items 361-380 of 440
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Fast Primitive Distribution for Illustration
(The Eurographics Association, 2002)In this paper we present a high-quality, image-space approach to illustration that preserves continuous tone by probabilistically distributing primitives while maintaining interactive rates. Our method allows for frame-to-frame ... -
GigaWalk: Interactive Walkthrough of Complex Environments
(The Eurographics Association, 2002)We present a new parallel algorithm and a system, GigaWalk, for interactive walkthrough of complex, gigabytesized environments. Our approach combines occlusion culling and levels-of-detail and uses two graphics pipelines ... -
Exact From-Region Visibility Culling
(The Eurographics Association, 2002)To pre-process a scene for the purpose of visibility culling during walkthroughs it is necessary to solve visibility from all the elements of a finite partition of viewpoint space. Many conservative and approximate solutions ... -
Microfacet Billboarding
(The Eurographics Association, 2002)Rendering of intricately shaped objects that are soft or cluttered is difficult because we cannot accurately acquire their complete geometry. Since their geometry varies drastically, modeling them using fixed facets can ... -
Textured Depth Meshes for Real-Time Rendering of Arbitrary Scenes
(The Eurographics Association, 2002)This paper presents a new approach to generate textured depth meshes (TDMs), an impostor-based scene representation that can be used to accelerate the rendering of static polygonal models. The TDMs are precalculated for a ... -
A Tone Mapping Algorithm for High Contrast Images
(The Eurographics Association, 2002)A new method is presented that takes as an input a high dynamic range image and maps it into a limited range of luminance values reproducible by a display device. There is significant evidence that a similar operation is ... -
Video Flashlights - Real Time Rendering of Multiple Videos for Immersive Model Visualization
(The Eurographics Association, 2002)Videos and 3D models have traditionally existed in separate worlds and as distinct representations. Although texture maps for 3D models have been traditionally derived from multiple still images, real-time mapping of live ... -
Accelerating Path Tracing by Re-Using Paths
(The Eurographics Association, 2002)This paper describes a new acceleration technique for rendering algorithms like path tracing, that use so called gathering random walks. Usually in path tracing, each traced path is used in order to compute a contribution ... -
Time Dependent Photon Mapping
(The Eurographics Association, 2002)The photon map technique for global illumination does not specifically address animated scenes. In particular, prior work has not considered the problem of temporal sampling (motion blur) while using the photon map. In ... -
Picture Perfect RGB Rendering Using Spectral Prefiltering and Sharp Color Primaries
(The Eurographics Association, 2002)Accurate color rendering requires the consideration of many samples over the visible spectrum, and advanced rendering tools developed by the research community offer multispectral sampling towards this goal. However, for ... -
Towards Real-Time Texture Synthesis with the Jump Map
(The Eurographics Association, 2002)While texture synthesis has been well-studied in recent years, real-time techniques remain elusive. To help facilitate real-time texture synthesis, we divide the task of texture synthesis into two phases: a relatively slow ... -
Synthesizing Bark
(The Eurographics Association, 2002)Despite the high quality reached by today s CG tree generators, there exists no realistic model for generating the appearance of bark: simple texture maps are generally used, showing obvious flaws if the tree is not entirely ... -
Signal-Specialized Parametrization
(The Eurographics Association, 2002)To reduce memory requirements for texture mapping a model, we build a surface parametrization specialized to its signal (such as color or normal). Intuitively, we want to allocate more texture samples in regions with greater ... -
A Real-Time Distributed Light Field Camera
(The Eurographics Association, 2002)We present the design and implementation of a real-time, distributed light field camera. Our system allows multiple viewers to navigate virtual cameras in a dynamically changing light field that is captured in real-time. ... -
Spatio-Temporal View Interpolation
(The Eurographics Association, 2002)We propose a fully automatic algorithm for view interpolation of a completely non-rigid dynamic event across both space and time. The algorithm operates by combining images captured across space to compute voxel models of ... -
Efficient High Quality Rendering of Point Sampled Geometry
(The Eurographics Association, 2002)We propose a highly efficient hierarchical representation for point sampled geometry that automatically balances sampling density and point coordinate quantization. The representation is very compact with a memory consumption ... -
Hardware-Accelerated Point-Based Rendering of Complex Scenes
(The Eurographics Association, 2002)High quality point rendering methods have been developed in the last years. A common drawback of these approaches is the lack of hardware support. We propose a novel point rendering technique that yields good image quality ... -
Enhancing and Optimizing the Render Cache
(The Eurographics Association, 2002)Interactive rendering often requires the use of simplified shading algorithms with reduced illumination fidelity. Higher quality rendering algorithms are usually too slow for interactive use. The render cache is a technique ... -
Interactive Global Illumination Using Selective Photon Tracing
(The Eurographics Association, 2002)We present a method for interactive global illumination computation which is embedded in the framework of Quasi-Monte Carlo photon tracing and density estimation techniques. The method exploits temporal coherence of ... -
Interactive Global Illumination using Fast Ray Tracing
(The Eurographics Association, 2002)Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. Existing ray tracing based methods yield ...