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TOG
2002
160views more  TOG 2002»
14 years 9 months ago
Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments
We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a...
Peter-Pike J. Sloan, Jan Kautz, John Snyder
CVPR
2005
IEEE
15 years 11 months ago
Dense Photometric Stereo Using a Mirror Sphere and Graph Cut
We present a surprisingly simple system that allows for robust normal reconstruction by dense photometric stereo, in the presence of severe shadows, highlight, transparencies, com...
Tai-Pang Wu, Chi-Keung Tang
74
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ISUVR
2007
14 years 11 months ago
Light Source Estimation for Realistic Shadow using Segmented HDR Images
— To achieve seamless integration of the real scene with virtual objects, we need to obtain accurate illumination condition of the real scene. Using HDRI (High Dynamic Range Imag...
JaeDoug Yoo, Kwanheng Lee
CGVR
2006
14 years 11 months ago
Interpolation-Friendly Soft Shadow Maps
We present Penumbra Limit Maps, a technique for rendering soft shadows from a modified shadow map. The shadow representation used by our method has excellent interpolation propert...
Orion Sky Lawlor
SI3D
2010
ACM
15 years 2 months ago
Epipolar sampling for shadows and crepuscular rays in participating media with single scattering
Scattering in participating media, such as fog or haze, generates volumetric lighting effects known as crepuscular or god rays. Rendering such effects greatly enhances the realism...
Thomas Engelhardt, Carsten Dachsbacher