Now showing items 1-20 of 29

    • Real-Time Occlusion Culling with a Lazy Occlusion Grid 

      Hey, Heinrich; Tobler, Robert F.; Purgathofer, Werner (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 ...
    • Differential Point Rendering 

      Kalaiah, Aravind; Varshney, Amitabh (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 ...
    • Texture and Shape Synthesis on Surfaces 

      Ying, Lexing; Hertzmann, Aaron; Biermann, Henning; Zorin, Denis (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, Photo-realistic, Physically Based Rendering of Fine Scale Human Skin Structure 

      Haroy, Antonio; Guenterz, Brian; Essay, Irfan (The Eurographics Association, 2001)
      Skin is noticeably bumpy in character, which is clearly visible in close-up shots in a film or game. Methods that rely on simple texture-mapping of faces lack such high frequency shape detail, which makes them look ...
    • Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing 

      Durand, Frédo; Ostromoukhov, Victor; Miller, Mathieu; Duranleau, Francois; Dorsey, Julie (The Eurographics Association, 2001)
      We present an interactive system, which allows the user to produce drawings in a variety of traditional styles. It takes as input an image and performs semi-automatic tonal modeling. Our system shifts tedious technical ...
    • Real-Time High-Dynamic Range Texture Mapping 

      Cohen, Jonathan; Tchou, Chris; Hawkins, Tim; Debevec, Paul (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 ...
    • Interactive Rendering of Trees with Shading and Shadows 

      Meyer, Alexandre; Neyret, Fabrice; Poulin, Pierre (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 ...
    • TheWavelet Stream: Interactive Multi Resolution Light Field Rendering 

      Peter, Ingmar; Straßer, Wolfgang (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 ...
    • Combined Rendering of Polarization and Fluorescence Effects 

      Wilkie, Alexander; Tobler, Robert F.; Purgathofer, Werner (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; ...
    • A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering 

      Dumont, Reynald; Pellacini, Fabio; Ferwerda, James A. (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 ...
    • Hardware-accelerated from-region visibility using a dual ray space 

      Koltun, Vladlen; Chrysanthou, Yiorgos; Cohen-Or, Daniel (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 ...
    • Measuring the Perception of Visual Realism in Images 

      Rademacher, Paul; Lengyel, Jed; Cutrell, Edward; Whitted, Turner (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 ...
    • Realistic Reflections and Refractions on Graphics HardwareWith Hybrid Rendering and Layered Environment Maps 

      Hakura, Ziyad S.; Snyder, John M. (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 ...
    • Polyhedral Visual Hulls for Real-Time Rendering 

      Matusik, Wojciech; Buehler, Chris; McMillan, Leonard (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 ...
    • Opacity Shadow Maps 

      Kim, Tae-Yong; Neumann, Ulrich (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 ...
    • Interactive Distributed Ray Tracing of Highly Complex Models 

      Wald, Ingo; Slusallek, Philipp; Benthin, Carsten (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, ...
    • Image-Based Reconstruction of Spatially Varying Materials 

      Lensch, Hendrik P. A.; Kautz, Jan; Goesele, Michael; Heidrich, Wolfgang; Seidel, Hans-Peter (The Eurographics Association, 2001)
      The measurement of accurate material properties is an important step towards photorealistic rendering. Many real-world objects are composed of a number of materials that often show subtle changes even within a single ...
    • An Illumination Model for a Skin Layer Bounded by Rough Surfaces 

      Stam, Jos (The Eurographics Association, 2001)
      In this paper we present a novel illumination model that takes into account multiple anisotropic scattering in a layer bounded by two rough surfaces. We compute the model by a discrete-ordinate solution of the equation of ...
    • Perceptually Driven Simplification for Interactive Rendering 

      Luebke, David; Hallen, Benjamin (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 ...
    • Path differentials and applications 

      Suykens, Frank; Willems, Yves D. (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 ...