Browsing EGSR03: 14th Eurographics Symposium on Rendering by Issue Date
Now showing items 1-20 of 30
-
A Stained Glass Image Filter
(The Eurographics Association, 2003)Medieval stained glass windows are a stylized artform that has not previously been thoroughly treated in the computer graphics literature. In this paper, we present an automated method for transforming an arbitrary image ... -
Erosion Based Visibility Preprocessing
(The Eurographics Association, 2003)This paper presents a novel method for computing visibility in 2.5D environments based on a novel theoretical result: the visibility from a region can be conservatively estimated by computing the visibility from a point ... -
Delivering Interactivity to Complex Tone Mapping Operators
(The Eurographics Association, 2003)The accurate display of high dynamic range images requires the application of complex tone mapping operators. These operators are computationally costly, which prevents their usage in interactive applications. We propose ... -
Path Integration for Light Transport in Volumes
(The Eurographics Association, 2003)Simulating the transport of light in volumes such as clouds or objects with subsurface scattering is computationally expensive. We describe an approximation to such transport using path integration. Unlike the more commonly ... -
Rendering Fake Soft Shadows with Smoothies
(The Eurographics Association, 2003)We present a new method for real-time rendering of shadows in dynamic scenes. Our approach builds on the shadow map algorithm by attaching geometric primitives that we call "smoothies" to the objects' silhouettes. The ... -
Interactive Rendering of Translucent Deformable Objects
(The Eurographics Association, 2003)Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires the simulation of subsurface scattering of light. This paper presents an algorithm for plausible reproduction of subsurface scattering ... -
Detail to Attention: Exploiting Visual Tasks for Selective Rendering
(The Eurographics Association, 2003)The perceived quality of computer graphics imagery depends on the accuracy of the rendered frames, as well as the capabilities of the human visual system. Fully detailed, high fidelity frames still take many minutes even ... -
Recovering 3-D Shape and Reflectance From a Small Number of Photographs
(The Eurographics Association, 2003)There are computer graphics applications for which the shape and reflectance of complex objects, such as faces, cannot be obtained using specialized equipment due to cost and practical considerations. We present an imagebased ... -
A New Reconstruction Filter for Undersampled Light Fields
(The Eurographics Association, 2003)This paper builds on previous research in the light field area of image-based rendering. We present a new reconstruction filter that significantly reduces the "ghosting" artifacts seen in undersampled light fields, while ... -
An Efficient Spatio-Temporal Architecture for Animation Rendering
(The Eurographics Association, 2003)Producing high quality animations featuring rich object appearance and compelling lighting effects is very time consuming using traditional frame-by-frame rendering systems. In this paper we present a rendering architecture ... -
Interactive Global Illumination in Complex and Highly Occluded Environments
(The Eurographics Association, 2003)Global illumination algorithms have traditionally been very time consuming and were only suitable for off-line computations. Recent research in realtime ray tracing has improved global illumination performance to allow for ... -
Fast Texture Synthesis on Arbitrary Meshes
(The Eurographics Association, 2003)While texture synthesis on surfaces has received much attention in computer graphics, the ideal solution that quickly produces high-quality textures with little user intervention has remained elusive. The algorithm presented ... -
Efficient Isotropic BRDF Measurement
(The Eurographics Association, 2003)In this paper we present novel reflectance measurement procedures that require fewer total measurements than standard uniform sampling approaches. First, we acquire densely sampled reflectance data for a large collection ... -
Computer Generated Celtic Design
(The Eurographics Association, 2003)We present a technique for automating the construction of Celtic knotwork and decorations similar to those in illuminated manuscripts such as the Lindisfarne Gospels. Our method eliminates restrictions imposed by previous ... -
Efficient Illumination by High Dynamic Range Images
(The Eurographics Association, 2003)We present an algorithm for determining quadrature rules for computing the direct illumination of predominantly diffuse objects by high dynamic range images. The new method precisely reproduces fine shadow detail, is much ... -
Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware
(The Eurographics Association, 2003)Modern graphics architectures have replaced stages of the graphics pipeline with fully programmable modules. Therefore, it is now possible to perform fairly general computation on each vertex or fragment in a scene. In ... -
The Trilateral Filter for High Contrast Images and Meshes
(The Eurographics Association, 2003)We present a new, single-pass nonlinear filter for edge-preserving smoothing and visual detail removal for N dimensional signals in computer graphics, image processing and computer vision applications. Built from two ... -
Optimizing Color Matching in a Lighting Reproduction System for Complex Subject and Illuminant Spectra
(The Eurographics Association, 2003)This paper presents a technique for improving color matching results in an LED-based lighting reproduction system for complex light source spectra. In our technique, we use measurements of the spectral response curve of ... -
Global Illumination Animation with Random Radiance Representation
(The Eurographics Association, 2003)This paper proposes a non-diffuse global illumination algorithm that is fast enough to be appropriate for interactive walkthroughs and general animations. To meet the severe performance requirements, we heavily exploit ... -
Penumbra Maps: Approximate Soft Shadows in Real-Time
(The Eurographics Association, 2003)Generating soft shadows quickly is difficult. Few techniques have enough flexibility to interactively render soft shadows in scenes with arbitrarily complex occluders and receivers. This paper introduces the penumbra map, ...