EGWR02: 13th Eurographics Workshop on Rendering
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Recent Submissions
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Approximate Soft Shadows on Arbitrary Surfaces using PenumbraWedges
(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
(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
(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
(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
(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
(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
(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
(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 ... -
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 ...