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SI3D
2010
ACM
13 years 5 months ago
Efficient irradiance normal mapping
Irradiance normal mapping is a method to combine two popular techniques, light mapping and normal mapping, and is used in games such as Half-Life 2 or Halo 3. This combination all...
Ralf Habel, Michael Wimmer
CGF
2008
140views more  CGF 2008»
13 years 4 months ago
Interactive Glossy Reflections using GPU-based Ray Tracing with Adaptive LOD
We present an interactive GPU-based algorithm for accurately rendering high-quality, dynamic glossy reflection effects from both HDR environment maps and local scene objects. Our ...
Xuan Yu, Rui Wang 0003, Jingyi Yu
CVPR
2012
IEEE
11 years 7 months ago
Image matching using local symmetry features
We present a new technique for extracting local features from images of architectural scenes, based on detecting and representing local symmetries. These new features are motivate...
Daniel Cabrini Hauagge, Noah Snavely
SI3D
2005
ACM
13 years 10 months ago
ZP+: correct Z-pass stencil shadows
We present a novel algorithm for the rendering of hard shadows cast by a point light source. The well-known Z-pass method for rasterizing shadow volumes is not always correct. Our...
Samuel Hornus, Jared Hoberock, Sylvain Lefebvre, J...
VISUALIZATION
1998
IEEE
13 years 9 months ago
Eliminating popping artifacts in sheet buffer-based splatting
Splatting is a fast volume rendering algorithm which achieves its speed by projecting voxels in the form of pre-integrated interpolation kernels, or splats. Presently, two main va...
Klaus Mueller, Roger Crawfis