EGWR: Eurographics Workshop on Rendering: Recent submissions
Now showing items 381-400 of 440
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Local Illumination Environments for Direct Lighting Acceleration
(The Eurographics Association, 2002)Computing high-quality direct illumination in scenes with many lights is an open area of research. This paper presents a world-space caching mechanism called local illumination environments that enables interactive direct ... -
Texture and Shape Synthesis on Surfaces
(The Eurographics Association, 2001)We present a novel method for texture synthesis on surfaces from examples. We consider a very general type of textures, including color, transparency and displacements. Our method synthesizes the texture directly on the ... -
Real-Time High-Dynamic Range Texture Mapping
(The Eurographics Association, 2001)This paper presents a technique for representing and displaying high dynamic-range texture maps (HDRTMs) using current graphics hardware. Dynamic range in real-world environments often far exceeds the range representable ... -
Realistic Reflections and Refractions on Graphics HardwareWith Hybrid Rendering and Layered Environment Maps
(The Eurographics Association, 2001)We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective and refractive objects, but approximates more distant geometry by hardwaresupported environment maps (EMs). To limit ... -
Interactive Distributed Ray Tracing of Highly Complex Models
(The Eurographics Association, 2001)Many disciplines must handle the creation, visualization, and manipulation of huge and complex 3D environments. Examples include large structural and mechanical engineering projects dealing with entire cars, ships, buildings, ... -
A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering
(The Eurographics Association, 2001)The performance of hardware-based interactive rendering systems is often constrained by polygon fill rates and texture map capacity, rather than polygon count alone. We present a new software texture caching algorithm that ... -
Measuring the Perception of Visual Realism in Images
(The Eurographics Association, 2001)One of the main goals in realistic rendering is to generate images that are indistinguishable from photographs but how do observers decide whether an image is photographic or computer-generated? If this perceptual process ... -
Path differentials and applications
(The Eurographics Association, 2001)Photo-realistic rendering algorithms such as Monte Carlo ray tracing sample individual paths to compute images. Noise and aliasing artefacts are usually reduced by supersampling. Knowledge about the neighborhood of the ... -
Interleaved Sampling
(The Eurographics Association, 2001)The known sampling methods can roughly be grouped into regular and irregular sampling. While regular sampling can be realized efficiently in graphics hardware, it is prone to inter-pixel aliasing. On the other hand these ... -
Perceptually Driven Simplification for Interactive Rendering
(The Eurographics Association, 2001)We present a framework for accelerating interactive rendering, grounded in psychophysical models of visual perception. This framework is applicable to multiresolution rendering techniques that use a hierarchy of local ... -
Real-Time Occlusion Culling with a Lazy Occlusion Grid
(The Eurographics Association, 2001)We present a new conservative image-space occlusion culling method to increase the rendering speed of very large general scenes on today's available hardware without time-expensive preprocessing. The method is based on a ... -
Interactive Rendering of Trees with Shading and Shadows
(The Eurographics Association, 2001)The goal of this paper is the interactive rendering of 3D trees covering a landscape, with shading and shadows consistent with the lighting conditions. We propose a new IBR representation, consisting of a hierarchy of ... -
Combined Rendering of Polarization and Fluorescence Effects
(The Eurographics Association, 2001)We propose a practicable way to include both polarization and fluorescence effects in a rendering system at the same time. Previous research in this direction only demonstrated support for either one of these phenomena; ... -
Hardware-accelerated from-region visibility using a dual ray space
(The Eurographics Association, 2001)In this paper a novel from-region visibility algorithm is described. Its unique properties allow conducting remote walkthroughs in very large virtual environments, without preprocessing and storing prohibitive amounts of ... -
Opacity Shadow Maps
(The Eurographics Association, 2001)Opacity shadow maps approximate light transmittance inside a complex volume with a set of planar opacity maps. A volume made of standard primitives (points, lines, and polygons) is sliced and rendered with graphics hardware ... -
Point-Based Impostors for Real-Time Visualization
(The Eurographics Association, 2001)We present a new data structure for encoding the appearance of a geometric model as seen from a viewing region (view cell). This representation can be used in interactive or real-time visualization applications to replace ... -
Interactive Sampling and Rendering for Complex and Procedural Geometry
(The Eurographics Association, 2001)We present a new sampling method for procedural and complex geometries, which allows interactive point-based modeling and rendering of such scenes. For a variety of scenes, object-space point sets can be generated rapidly, ... -
Differential Point Rendering
(The Eurographics Association, 2001)We present a novel point rendering primitive, called Differential Point (DP), that captures the local differential geometry in the vicinity of a sampled point. This is a more general point representation that, for the cost ... -
TheWavelet Stream: Interactive Multi Resolution Light Field Rendering
(The Eurographics Association, 2001)One of the most general image based object representations is the Light Field. Unfortunately, a large amount of data is required to reconstruct high quality views from a Light Field. In this paper, we present the wavelet ... -
Polyhedral Visual Hulls for Real-Time Rendering
(The Eurographics Association, 2001)We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hull directly from the silhouettes. This ...