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EUROGRAPHICS
2010
Eurographics
15 years 9 months ago
Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF
Realistic animation and rendering of the ocean is an important aspect for simulators, movies and video games. By nature, the ocean is a difficult problem for Computer Graphics: i...
Eric Bruneton, Fabrice Neyret, Nicolas Holzschuch
81
Voted
EUROGRAPHICS
2010
Eurographics
15 years 9 months ago
A Hybrid Approach to Multiple Fluid Simulation using Volume Fractions
This paper presents a hybrid approach to multiple fluid simulation that can handle miscible and immiscible fluids, simultaneously. We combine distance functions and volume fract...
Nahyup Kang, Jinho Park, Junyong Noh, Sung Yong Sh...
126
Voted
EGH
2010
Springer
14 years 10 months ago
A lazy object-space shading architecture with decoupled sampling
We modify the Reyes object-space shading approach to address two inefficiencies that result from performing shading calculations at micropolygon grid vertices prior to rasterizati...
Christopher A. Burns, Kayvon Fatahalian, William R...
112
Voted
CAE
2010
14 years 7 months ago
Realtime Aesthetic Image Retargeting
Humans have always sought to achieve aesthetics in art. In this paper, we present a novel approach for retargeting images to different aspect ratios while improving the compositio...
Ligang Liu, Yong Jin, Qingbiao Wu
109
Voted
EUROGRAPHICS
2010
Eurographics
15 years 9 months ago
Fitted BVH for Fast Raytracing of Metaballs
Raytracing metaballs is a problem that has numerous applications in the rendering of dynamic soft objects such as fluids. However, current techniques are either limited in the vi...
Olivier Gourmel, Anthony Pajot, Mathias Paulin, Lo...