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CGF
2008
136views more  CGF 2008»
13 years 10 months ago
Floating Textures
We present a novel multi-view, projective texture mapping technique. While previous multi-view texturing approaches lead to blurring and ghosting artefacts if 3D geometry and/or c...
Martin Eisemann, Bert de Decker, Marcus A. Magnor,...
WSCG
2004
136views more  WSCG 2004»
13 years 11 months ago
Light Vectors for a Moving Observer
Interactive rendering is usually made with very simple illumination models. High quality rendering is too slow to be interactive. In this paper, we extend the notion of light vect...
Rodolphe Crespin, Bernard Péroche
VIS
2004
IEEE
153views Visualization» more  VIS 2004»
14 years 11 months ago
Anisotropic Volume Rendering for Extremely Dense, Thin Line Data
Many large scale physics-based simulations which take place on PC clusters or supercomputers produce huge amounts of data including vector fields. While these vector data such as ...
Gregory L. Schussman, Kwan-Liu Ma
CGF
1998
116views more  CGF 1998»
13 years 9 months ago
A Light Hierarchy for Fast Rendering of Scenes with Many Lights
We introduce a new data structure in the form of a light hierarchy for efficiently ray-tracing scenes with many light sources. An octree is constructed with the point light sourc...
Eric Paquette, Pierre Poulin, George Drettakis
CGF
2007
149views more  CGF 2007»
13 years 10 months ago
Interactive Simulation of the Human Eye Depth of Field and Its Correction by Spectacle Lenses
This paper describes a fast rendering algorithm for verification of spectacle lens design. Our method simulates refraction corrections of astigmatism as well as myopia or presbyo...
Masanori Kakimoto, Tomoaki Tatsukawa, Yukiteru Muk...