Now showing items 361-380 of 440

    • Fast Primitive Distribution for Illustration 

      Secord, Adrian; Heidrich, Wolfgang; Streit, Lisa (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 

      III, William V. Baxter; Sud, Avneesh; Govindaraju, Naga K.; Manocha, Dinesh (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 

      Nirenstein, S.; Blake, E.; Gain, J. (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 

      Yamazaki, Shuntaro; Sagawa, Ryusuke; Kawasaki, Hiroshi; Ikeuchi, Katsushi; Sakauchi, Masao (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 

      Jeschke, Stefan; Wimmer, Michael (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 

      Ashikhmin, Michael (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 

      Sawhney, H. S.; Arpa, A.; Kumar, R.; Samarasekera, S.; Aggarwal, M.; Hsu, S.; Nister, D.; Hanna, K. (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 

      Bekaert, Philippe; Sbert, Mateu; Halton, John (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 

      Cammarano, Mike; Jensen, Henrik Wann (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 

      Ward, Greg; Eydelberg-Vileshin, Elena (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 

      Zelinka, Steve; Garland, Michael (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 

      Lefebvre, Sylvain; Neyret, Fabrice (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 

      Sander, Pedro V.; Gortler, Steven J.; Snyder, John; Hoppe, Hugues (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 

      Yang, Jason C.; Everett, Matthew; Buehler, Chris; McMillan, Leonard (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 

      Vedula, Sundar; Baker, Simon; Kanade, Takeo (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 

      Botsch, Mario; Wiratanaya, Andreas; Kobbelt, Leif (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 

      Coconu, Liviu; Hege, Hans-Christian (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 

      Walter, Bruce; Drettakis, George; Greenberg, Donald P. (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 

      Dmitriev, Kirill; Brabec, Stefan; Myszkowski, Karol; Seidel, Hans-Peter (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 

      Wald, Ingo; Kollig, Thomas; Benthin, Carsten; Keller, Alexander; Slusallek, Philipp (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 ...