Now showing items 21-31 of 31

    • Online Construction of Surface Light Fields 

      Coombe, Greg; Hantak, Chad; Lastra, Anselmo; Grzeszczuk, Radek (The Eurographics Association, 2005)
      We present a system for interactively capturing, constructing, and rendering surface light fields by incrementally building a low rank approximation to the surface light field. Each image is incorporated into the lighting ...
    • Reflectance Sharing: Image-based Rendering from a Sparse Set of Images 

      Zickler, Todd; Enrique, Sebastian; Ramamoorthi, Ravi; Belhumeur, Peter (The Eurographics Association, 2005)
      When the shape of an object is known, its appearance is determined by the spatially-varying reflectance function defined on its surface. Image-based rendering methods that use geometry seek to estimate this function from ...
    • Adaptive Frameless Rendering 

      Dayal, Abhinav; Woolley, Cliff; Watson, Benjamin; Luebke, David (The Eurographics Association, 2005)
      We propose an adaptive form of frameless rendering with the potential to dramatically increase rendering speed over conventional interactive rendering approaches. Without the rigid sampling patterns of framed renderers, ...
    • Inferring Reflectance Functions from Wavelet Noise 

      Peers, Pieter; Dutré, Philip (The Eurographics Association, 2005)
      This paper presents a novel method for acquiring a wavelet representation of the reflectance field of real objects. Key to our method is the use of wavelet noise illumination to infer a reflectance function for each pixel. ...
    • Fast Exact From-Region Visibility in Urban Scenes 

      Bittner, Jiri; Wonka, Peter; Wimmer, Michael (The Eurographics Association, 2005)
      We present a fast exact from-region visibility algorithm for 2.5D urban scenes. The algorithm uses a subdivision of line space for identifying visibility interactions in a 2D footprint of the scene. Visibility in the ...
    • Importance Resampling for Global Illumination 

      Talbot, Justin; Cline, David; Egbert, Parris (The Eurographics Association, 2005)
      This paper develops importance resampling into a variance reduction technique for Monte Carlo integration. Importance resampling is a sample generation technique that can be used to generate more equally weighted samples ...
    • Real-Time Multiple Scattering in Participating Media with Illumination Networks 

      Szirmay-Kalos, László; Sbert, Mateu; Ummenhoffer, Tamás (The Eurographics Association, 2005)
      This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle system is supposed to be static, but the ...
    • Non-linear Volume Photon Mapping 

      Gutierrez, Diego; Munoz, Adolfo; Anson, Oscar; Seron, Francisco J. (The Eurographics Association, 2005)
      This paper describes a novel extension of the photon mapping algorithm, capable of handling both volume multiple inelastic scattering and curved light paths simultaneously. The extension is based on the Full Radiative ...
    • A Hybrid Monte Carlo Method for Accurate and Efficient Subsurface Scattering 

      Li, Hongsong; Pellacini, Fabio; Torrance, Kenneth E. (The Eurographics Association, 2005)
      Subsurface scattering is a fundamental aspect of surface appearance responsible for the characteristic look of many materials. Monte Carlo path tracing techniques can be employed with high accuracy to simulate the scattering ...
    • Bidirectional Importance Sampling for Direct Illumination 

      Burke, David; Ghosh, Abhijeet; Heidrich, Wolfgang (The Eurographics Association, 2005)
      Image-based representations for illumination can capture complex real-world lighting that is difficult to represent in other forms. Current importance sampling strategies for image-based illumination have difficulties in ...
    • Motion Blur for Textures by Means of Anisotropic Filtering 

      Loviscach, Joern (The Eurographics Association, 2005)
      The anisotropic filtering offered by current graphics hardware can be employed to apply motion blur to textures. The solution proposed here uses a standard texture together with a vertex and a pixel shader acting on a mesh ...