Filters








290 Hits in 6.2 sec

Interactive rendering of translucent deformable objects

Tom Mertens, Jan Kautz, Philippe Bekaert, Hans-Peter Seidel, Frank Van Reeth
2003 Proceedings of the SIGGRAPH 2003 conference on Sketches & applications in conjunction with the 30th annual conference on Computer graphics and interactive techniques - GRAPH '03  
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 effects.  ...  The first author was also supported by a Marie Curie Doctoral Fellowship.  ... 
doi:10.1145/965405.965409 fatcat:vv5xtzamzfaglfdivt5ovpl22e

Interactive rendering of translucent deformable objects

Tom Mertens, Jan Kautz, Philippe Bekaert, Hans-Peter Seidel, Frank Van Reeth
2003 Proceedings of the SIGGRAPH 2003 conference on Sketches & applications in conjunction with the 30th annual conference on Computer graphics and interactive techniques - GRAPH '03  
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 effects.  ...  The first author was also supported by a Marie Curie Doctoral Fellowship.  ... 
doi:10.1145/965400.965409 dblp:conf/siggraph/MertensKBSR03 fatcat:jogjrfilvzculicmlndrwn7sxm

Interactive Rendering of Translucent Deformable Objects [article]

Tom Mertens, Jan Kautz, Philippe Bekaert, Hans-Peter Seidel, Frank Van Reeth
2003 Symposium on Rendering  
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 effects.  ...  Acknowledgements The authors would like to thank Jens Vorsatz for his valuable help with the hierarchical meshes. The environment maps used in this paper are courtesy of Paul Debevec 3 .  ... 
doi:10.2312/egwr/egwr03/130-140 fatcat:zggcbni6lrbvza4hhsr4ssjr2u

Real-time rendering of translucent meshes

Xuejun Hao, Amitabh Varshney
2004 ACM Transactions on Graphics  
Subsurface scattering is important for photo-realistic rendering of translucent materials.  ...  We compensate for the inadequacy of spherical harmonics for storing high frequency components by a reference points scheme to store high frequency components of the precomputed integrals explicitly.  ...  We would also like to acknowledge the anonymous referees for their detailed and constructive comments which have led to a much better presentation of our results.  ... 
doi:10.1145/990002.990004 fatcat:5lq72pgv6ne7repvuhbmrlomze

Image-Space Subsurface Scattering for Interactive Rendering of Deformable Translucent Objects

Musawir A. Shah, Jaakko Konttinen, Sumanta Pattanaik
2009 IEEE Computer Graphics and Applications  
Our main contribution is that we use a dual light-camera space technique to efficiently evaluate the subsurface scattering by only considering interaction between significant point pairs.  ...  The subsurface interaction of light involves light entering through the surface and scattering multiple times inside the material, ultimately exiting the surface in a diffuse manner.  ...  Acknowledgments This work was supported in part by the I2Lab and I-4 Corridor.  ... 
doi:10.1109/mcg.2009.11 pmid:19363959 fatcat:ybpdh6n2abejdoep6f5t5jcpxi

Real-time Rendering of Deformable Translucent Objects [article]

Nadir Benmounah, Vincent Jolivet, Djamchid Ghazanfarpour
2009 Computer Graphics and Visual Computing  
The proposed technique avoids the pre-processing of texture atlas and texture coordinates that may entail distortions and self-occlusion errors.  ...  This paper introduces an efficient real-time shading model to simulate light transport in translucent materials.  ...  The diffusion equation is an alternative for subsurface scattering calculation, which is a close approximation of the volume rendering. Jensen et al.  ... 
doi:10.2312/localchapterevents/tpcg/tpcg09/189-198 dblp:conf/tpcg/BenmounahJG09 fatcat:fea23lykebb7fbjm2mz56p6z6a

A Rendering Method of Subsurface Scattering Using Interpolated Luminance Distributions

Ayaka Furutsuki, Ayaka Furutsuki, Tomohisa Manabe, Tomohisa Manabe, Bisser Raytchev, Bisser Raytchev, Toru Tamaki, Toru Tamaki, Kazufumi Kaneda, Kazufumi Kaneda
2013 The Journal of the Institute of Image Electronics Engineers of Japan  
In this paper, we propose a method for rendering translucent objects which takes into account subsurface scattering phenomena.  ...  We also propose an efficient method for calculating the convolution using light beams of different sizes.  ...  Narasimhan et al. presented a comprehensive analysis of light stripe range scanning and photometric stereo, and derived a physical model for the appearance of a surface immersed in a scattering medium  ... 
doi:10.11371/iieej.42.429 fatcat:c25a27n6avh33dpswinhv727n4

Capturing Reflectance - From Theory to Practice [article]

Hendrik P. A. Lensch, Michael Goesele, Gero M¨Uller
2007 Eurographics State of the Art Reports  
The tutorial present the set of current state-of-the art algorithms for acquiring and modeling 3D objects.  ...  In this tutorial we will mainly focus on three different approaches, the first allowing to reconstruct opaque surfaces from a very small set of input images, the second allows for arbitrary surfaces but  ...  The effect of subsurface scattering is assumed to be localized having a well controlled support.  ... 
doi:10.2312/egt.20071065 fatcat:vov7vxmgirct3bs72xxcpe5w24

Painting detail

Nathan A. Carr, John C. Hart
2004 ACM Transactions on Graphics  
Many good automatic texture atlas generation methods exist that evenly distribute texture samples across a surface based on its area and/or curvature, and some are even sensitive to the frequency spectrum  ...  We present a new texture atlas algorithm that distributes initial texture samples evenly according to surface area and texture frequency, and, more importantly, maintains this distribution as the texture  ...  Thanks to Zoe Wood for the clean genus-6 Buddha and Jerome Maillot for the Corinne Chaix head model.  ... 
doi:10.1145/1015706.1015809 fatcat:leeeww4p7rbozpxbh43mao4u5q

Painting detail

Nathan A. Carr, John C. Hart
2004 ACM SIGGRAPH 2004 Papers on - SIGGRAPH '04  
Many good automatic texture atlas generation methods exist that evenly distribute texture samples across a surface based on its area and/or curvature, and some are even sensitive to the frequency spectrum  ...  We present a new texture atlas algorithm that distributes initial texture samples evenly according to surface area and texture frequency, and, more importantly, maintains this distribution as the texture  ...  Thanks to Zoe Wood for the clean genus-6 Buddha and Jerome Maillot for the Corinne Chaix head model.  ... 
doi:10.1145/1186562.1015809 fatcat:vub3uwtpirdhbk7covkoow6pry

Single scattering in refractive media with triangle mesh boundaries

Bruce Walter, Shuang Zhao, Nicolas Holzschuch, Kavita Bala
2009 ACM Transactions on Graphics  
This paper presents techniques to quickly find paths that connect points inside and outside a medium while obeying the laws of refraction.  ...  While recent research has focused on multiple scattering, there has been less work on accurate solutions for single or low-order scattering.  ...  Subsurface scattering. Hanrahan and Krueger [1993] approximated single scattering by a BRDF, while using a full Monte-Carlo solution for multiple scattering.  ... 
doi:10.1145/1531326.1531398 fatcat:n53l6pzn4vbzbfj552xp3ewbsa

Single scattering in refractive media with triangle mesh boundaries

Bruce Walter, Shuang Zhao, Nicolas Holzschuch, Kavita Bala
2009 ACM SIGGRAPH 2009 papers on - SIGGRAPH '09  
This paper presents techniques to quickly find paths that connect points inside and outside a medium while obeying the laws of refraction.  ...  While recent research has focused on multiple scattering, there has been less work on accurate solutions for single or low-order scattering.  ...  Subsurface scattering. Hanrahan and Krueger [1993] approximated single scattering by a BRDF, while using a full Monte-Carlo solution for multiple scattering.  ... 
doi:10.1145/1576246.1531398 fatcat:fdturd24jbemlbdagrrkhvn6f4

Smooth Reconstruction and Compact Representation of Reflectance Functions for Image-based Relighting [article]

Vincent Masselus, Pieter Peers, Philip Dutré, Yves D. Willemsy
2004 Symposium on Rendering  
In this paper we present a new method to reconstruct reflectance functions for image-based relighting.  ...  The reconstructed reflectance functions and incident illumination can be expressed by a common set of basis functions, enabling a significant speed-up of the relighting process.  ...  Acknowledgments We would like to thank Frank Suykens for proofreading the paper. This work was partially supported by FWO Grant #G.0354.00 and K.U.Leuven Grant #OT/01-34.  ... 
doi:10.2312/egwr/egsr04/287-298 fatcat:4r3xjd3sr5g37o5glotm6j3mue

A Survey of General-Purpose Computation on Graphics Hardware

John D. Owens, David Luebke, Naga Govindaraju, Mark Harris, Jens Krüger, Aaron E. Lefohn, Timothy J. Purcell
2007 Computer graphics forum (Print)  
in a wide variety of application domains.  ...  The rapid increase in the performance of graphics hardware, coupled with recent improvements in its programmability, have made graphics hardware a compelling platform for computationally demanding tasks  ...  Figure 14c shows an example of GPU subsurface scattering. The GPU implementation of subsurface scattering uses a three-pass algorithm.  ... 
doi:10.1111/j.1467-8659.2007.01012.x fatcat:umw4pgwpfrgo3j3duhuc4r4ghq

Razor

Peter Djeu, Warren Hunt, Rui Wang, Ikrima Elhassan, Gordon Stoll, William R. Mark
2011 ACM Transactions on Graphics  
Rendering systems organized around the ray tracing visibility algorithm provide a powerful and general tool for generating realistic images.  ...  These systems are being rapidly adopted for offline rendering tasks, and there is increasing interest in utilizing ray tracing for interactive rendering as well.  ...  Part of this work occurred while the first three authors and the last author were working at Intel.  ... 
doi:10.1145/2019627.2019634 fatcat:voqdy3lnebcmzgltwm7tudexwq
« Previous Showing results 1 — 15 out of 290 results