Browsing EGSR04: 15th Eurographics Symposium on Rendering by Title
Now showing items 1-20 of 41
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Alias-Free Shadow Maps
(The Eurographics Association, 2004)In this paper we abandon the regular structure of shadow maps. Instead, we transform the visible pixels P(x, y, z) from screen space to the image plane of a light source P0(x0, y0, z0). The (x0, y0) are then used as sampling ... -
All-focused light field rendering
(The Eurographics Association, 2004)We present a novel reconstruction method that can synthesize an all in-focus view from under-sampled light fields, significantly suppressing aliasing artifacts. The presented method consists of two steps; 1) rendering ... -
All-Frequency Precomputed Radiance Transfer for Glossy Objects
(The Eurographics Association, 2004)We introduce a method based on precomputed radiance transfer (PRT) that allows interactive rendering of glossy surfaces and includes shadowing effects from dynamic, "all-frequency" lighting. Specifically, source lighting ... -
All-Frequency Relighting of Non-Diffuse Objects using Separable BRDF Approximation
(The Eurographics Association, 2004)This paper presents a technique, based on pre-computed light transport and separable BRDF approximation, for interactive rendering of non-diffuse objects under all-frequency environment illumination. Existing techniques ... -
An Analytical Model for Skylight Polarisation
(The Eurographics Association, 2004)Under certain circumstances the polarisation state of the illumination can have a significant influence on the appearance of scenes; outdoor scenes with specular surfaces - such as water bodies or windows - under clear, ... -
Animatable Facial Reflectance Fields
(The Eurographics Association, 2004)We present a technique for creating an animatable image-based appearance model of a human face, able to capture appearance variation over changing facial expression, head pose, view direction, and lighting condition. Our ... -
Anti-aliasing and Continuity with Trapezoidal Shadow Maps
(The Eurographics Association, 2004)This paper proposes a new shadow map technique termed trapezoidal shadow maps to calculate high quality shadows in real-time applications. To address the resolution problem of the standard shadow map approach, our technique ... -
Bixels: Picture Samples with Sharp Embedded Boundaries
(The Eurographics Association, 2004)Pixels store a digital image as a grid of point samples that can reconstruct a limited-bandwidth continuous 2-D source image. Although convenient for anti-aliased display, these bandwidth limits irreversibly discard important ... -
CC Shadow Volumes
(The Eurographics Association, 2004)We present a technique that uses culling and clamping (CC) for accelerating the performance of stencil-based shadow volume computation. Our algorithm reduces the fill requirements and rasterization cost of shadow volumes ... -
Combining Higher-Order Wavelets and Discontinuity Meshing: a Compact Representation for Radiosity
(The Eurographics Association, 2004)The radiosity method is used for global illumination simulation in diffuse scenes, or as an intermediate step in other methods. Radiosity computations using Higher-Order wavelets achieve a compact representation of the ... -
An Efficient Hybrid Shadow Rendering Algorithm
(The Eurographics Association, 2004)We present a hybrid algorithm for rendering hard shadows accurately and efficiently. Our method combines the strengths of shadow maps and shadow volumes. We first use a shadow map to identify the pixels in the image that ... -
Efficient Rendering of Atmospheric Phenomena
(The Eurographics Association, 2004)Rendering of atmospheric bodies involves modeling the complex interaction of light throughout the highly scattering medium of water and air particles. Scattering by these particles creates many well-known atmospheric optical ... -
Estimating source spectra and spectral albedos from RGB data for rerendering
(The Eurographics Association, 2004)I consider the problem of estimating material properties (the spectral albedo) on the basis of -object colors- (at worst only RGB data say). I show how to obtain a priori likely estimates for the white point, the spectral ... -
Feature-Based Textures
(The Eurographics Association, 2004)This paper introduces feature-based textures, a new image representation that combines features and samples for high-quality texture mapping. Features identify boundaries within an image where samples change discontinuously. ... -
A Framework for Multiperspective Rendering
(The Eurographics Association, 2004)We present a framework for the direct rendering of multiperspective images. We treat multiperspective imaging systems as devices for capturing smoothly varying set of rays, and we show that under an appropriate parametrization, ... -
Generalized Displacement Maps
(The Eurographics Association, 2004)In this paper, we introduce a real-time algorithm to render the rich visual effects of general non-height-field geometric details, known as mesostructure. Our method is based on a five-dimensional generalized displacement ... -
Hardware Accelerated Visibility Preprocessing using Adaptive Sampling
(The Eurographics Association, 2004)We present a novel aggressive visibility preprocessing technique for general 3D scenes. Our technique exploits commodity graphics hardware and is faster than most conservative solutions, while simultaneously not overestimating ... -
Hemispherical Rasterization for Self-Shadowing of Dynamic Objects
(The Eurographics Association, 2004)We present a method for interactive rendering of dynamic models with self-shadows due to time-varying, lowfrequency lighting environments. In contrast to previous techniques, the method is not limited to static or preanimated ... -
Image-Based Stereoscopic Painterly Rendering
(The Eurographics Association, 2004)We present a new image-based stereoscopic painterly algorithm that we use to automatically generate stereoscopic paintings. Our work is motivated by contemporary painters who have explored the aesthetic implications of ... -
An Interactive Out-of-Core Rendering Framework for Visualizing Massively Complex Models
(The Eurographics Association, 2004)With the tremendous advances in both hardware capabilities and rendering algorithms, rendering performance is steadily increasing. Even consumer graphics hardware can render many million triangles per second. However, scene ...