Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects, arise naturally in many areas of interactive computer graphics. Time-critical ...
Given a single outdoor image, we present a method for estimating the likely illumination conditions of the scene. In particular, we compute the probability distribution over the su...
Jean-François Lalonde, Alexei A. Efros, Srinivasa...
This paper describes a GPU framework for the real-time visualization of natural textured terrains, as well as the steps that are needed to populate them on-the-fly with tens of tho...
The display units integrated in todays head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to th...
Frank Steinicke, Gerd Bruder, Klaus Hinrichs, Scot...
An object-based compression scheme for a class of dynamic image-based representations called "plenoptic videos" (PVs) is studied in this paper. PVs are simplified dynami...
Qing Wu, King To Ng, Shing-Chow Chan, Heung-Yeung ...