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RT
2001
Springer
14 years 13 days ago
Real-Time High Dynamic Range Texture Mapping
This paper presents a technique for representing and displaying high dynamic-range texture maps (HDRTMs) using current graphics hardware. Dynamic range in real-world environments o...
Jonathan Cohen, Chris Tchou, Tim Hawkins, Paul E. ...
CGF
2004
151views more  CGF 2004»
13 years 7 months ago
Deferred Splatting
In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics har...
Gaël Guennebaud, Loïc Barthe, Mathias Pa...
PG
2003
IEEE
14 years 1 months ago
Automatic Animation Skeleton Construction Using Repulsive Force Field
A method is proposed in this paper to automatically generate the animation skeleton of a model such that the model can be manipulated according to the skeleton. With our method, u...
Pin-Chou Liu, Fu-Che Wu, Wan-Chun Ma, Rung-Huei Li...
GRAPHITE
2005
ACM
14 years 1 months ago
A loose and sketchy approach in a mediated reality environment
In this paper, we present sketchy-ar-us, a modified, real-time version of the Loose and Sketchy algorithm used to render graphics in an AR environment. The primary challenge was ...
Michael Haller, Florian Landerl, Mark Billinghurst
SIGGRAPH
1997
ACM
14 years 5 days ago
Creating full view panoramic image mosaics and environment maps
This paper presents a novel approach to creating full view panoramic mosaics from image sequences. Unlike current panoramic stitching methods, which usually require pure horizonta...
Richard Szeliski, Heung-Yeung Shum