In rendering of high quality animations that include global illumination, the final gathering and irradiance caching are considered standard procedures. However, the computational...
Miloslaw Smyk, Shin-ichi Kinuwaki, Roman Durikovic...
Normal mapping is a variant of bump mapping that is commonly used in computer games. It models complex surface variations by explicitly storing a surface normal in a texture map. ...
Texture mapping of manifolds that were reconstructed from different range views requires the fusion of the texture maps acquired from different views. Illumination conditions and ...
We propose a new technique for edge-suppressing operations on images. We introduce cross projection tensors to achieve affine transformations of gradient fields. We use these tens...
We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two di...