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SIBGRAPI
1999
IEEE
14 years 1 months ago
Real-Time Shadow Generation Using BSP Trees and Stencil Buffers
This paper describes a real-time shadow generation algorithm for polygonal environments illuminated by movable point light sources. The main goal is to quickly reduce the number o...
Harlen Costa Batagelo, Ilaim Costa Júnior
IMAGING
2003
13 years 10 months ago
Reproducing 3D Prints on Monitor by Relative-Glossiness Matching Technique
For over 3 decades, computer graphics technology has been developed to simulate physically accurate image of real scene. Meanwhile, useful tone mapping methods have been developed...
Toru Ishi, Norimichi Tsumura, Masami Shishikura, Y...
CBMS
2006
IEEE
14 years 3 months ago
Real-Time Simulation and Visualization of Subject-Specific 3D Lung Dynamics
In this paper we discuss a framework for modeling the 3D lung dynamics of normal and diseased human subjects and visualizing them using an Augmented Reality (AR) based environment...
Anand P. Santhanam, Cali M. Fidopiastis, Paul Dave...
CRV
2006
IEEE
176views Robotics» more  CRV 2006»
13 years 11 months ago
Stereo Retinex
The retinex algorithm for lightness and color constancy is extended to include 3-dimensional spatial information reconstructed from a stereo image. A key aspect of traditional ret...
Weihua Xiong, Brian V. Funt
CGF
2008
78views more  CGF 2008»
13 years 9 months ago
Single-pass Scalable Subsurface Rendering with Lightcuts
This paper presents a new, scalable, single pass algorithm for computing subsurface scattering using the diffusion approximation. Instead of pre-computing a globally conservative ...
Adam Arbree, Bruce Walter, Kavita Bala