We present new techniques for interactive cinematic lighting design of complex scenes that use procedural shaders. Deep-framebuffers are used to store the geometric and optical in...
— The world of 3D graphics, until recently restricted to high-end workstations and game consoles, is rapidly expanding into the domain of mobile platforms such as cellular phones...
We propose a metric for surface parameterization specialized to its signal that can be used to create more efficient, high-quality texture maps. Derived from Taylor expansion of s...
Geetika Tewari, John Snyder, Pedro V. Sander, Stev...
We present a technique for the easy acquisition of realistic materials and mesostructures, without acquiring the actual BRDF. The method uses the observation that under certain ci...
Jan Kautz, Mirko Sattler, Ralf Sarlette, Reinhard ...
We present a novel algorithm for accurate, high quality point rendering, which is based on the formulation of splatting using homogeneous coordinates. In contrast to previous meth...