EGSR07: 18th Eurographics Symposium on Rendering: Recent submissions
Now showing items 21-35 of 35
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Efficient Rendering of Human Skin
(The Eurographics Association, 2007)Existing offline techniques for modeling subsurface scattering effects in multi-layered translucent materials such as human skin achieve remarkable realism, but require seconds or minutes to generate an image. We demonstrate ... -
Scene Collages and Flexible Camera Arrays
(The Eurographics Association, 2007)This paper presents an automatic method for creating a collage from a collection of photos of a scene taken from different viewpoints. The collage is constructed by aligning the images (in terms of their positions, rotations ... -
General Linear Cameras with Finite Aperture
(The Eurographics Association, 2007)A pinhole camera selects a two-dimensional set of rays from the four-dimensional light field. Pinhole cameras are a type of general linear camera, defined as planar 2D slices of the 4D light field. Cameras with finite ... -
Instant Sound Scattering
(The Eurographics Association, 2007)Real-time sound rendering engines often render occlusion and early sound reflection effects using geometrical techniques such as ray or beam tracing. They can only achieve interactive rendering for environments of low local ... -
Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU
(The Eurographics Association, 2007)In this paper, we present a new algorithm for interactive rendering of animated scenes with Whitted Ray-Tracing, running on the GPU. We focus our attention on the secondary rays (the rays generated by one or more bounces ... -
A Real-time Beam Tracer with Application to Exact Soft Shadows
(The Eurographics Association, 2007)Efficiently calculating accurate soft shadows cast by area light sources remains a difficult problem. Ray tracing based approaches are subject to noise or banding, and most other accurate methods either scale poorly with ... -
Ray Tracing Dynamic Scenes using Selective Restructuring
(The Eurographics Association, 2007)We present a novel algorithm to selectively restructure bounding volume hierarchies (BVHs) for ray tracing dynamic scenes. We derive two new metrics to evaluate the culling efficiency and restructuring benefit of any BVH. ... -
Interactive Illumination with Coherent Shadow Maps
(The Eurographics Association, 2007)We present a new method for interactive illumination computations based on precomputed visibility using coherent shadow maps (CSMs). It is well-known that visibility queries dominate the cost of physically based rendering. ... -
Convolution Shadow Maps
(The Eurographics Association, 2007)We present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the ... -
Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence
(The Eurographics Association, 2007)Shadow mapping suffers from spatial aliasing (visible as blocky shadows) as well as temporal aliasing (visible as flickering). Several methods have already been proposed for reducing such artifacts, but so far none is able ... -
Precomputed Radiance Transfer for Dynamic Scenes Taking into Account Light Interreflection
(The Eurographics Association, 2007)Fast rendering of dynamic scenes taking into account global illumination is one of the most challenging tasks in computer graphics. This paper proposes a new precomputed radiance transfer (PRT) method for rendering dynamic ... -
Precomputed Radiance Transfer for Real-time Indirect Lighting using a Spectral Mesh Basis
(The Eurographics Association, 2007)Simulating indirect lighting effects has been a challenging topic in many real-time rendering and design applications. This paper presents a novel method, based on precomputed radiance transfer, for rendering physically ... -
Large-Scale Data Management for PRT-Based Real-Time Rendering of Dynamically Skinned Models
(The Eurographics Association, 2007)Computer games and real-time applications frequently adopt mesh skinning as a deformation technique for virtual characters and articulated objects. Rendering skinned models with global shading effects, such as interreflection ... -
Global Illumination for the Masses
(The Eurographics Association, 2007)Global Illumination (GI) algorithms came to fruition in the Graphics labs of USA, Europe, Japan, and beyond, during the 1980s and 1990s. The researchers who developed the algorithms had expert knowledge of the underlying ... -
The Random Camera, the Coded Aperture Camera, and Other Cameras
(The Eurographics Association, 2007)I ll describe two cameras and a comparison of many cameras. In the random camera, we use a lens which creates a pseudo-random relationship between incoming light rays and resulting sensor locations. We studied various ...