Sciweavers

CGF
2008
100views more  CGF 2008»
13 years 11 months ago
Real-Time Translucent Rendering Using GPU-based Texture Space Importance Sampling
We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D ...
Chih-Wen Chang, Wen-Chieh Lin, Tan-Chi Ho, Tsung-S...
CGF
2008
227views more  CGF 2008»
13 years 11 months ago
Dynamic Sampling and Rendering of Algebraic Point Set Surfaces
Algebraic Point Set Surfaces (APSS) define a smooth surface from a set of points using local moving least-squares (MLS) fitting of algebraic spheres. In this paper we first revisi...
Gaël Guennebaud, Marcel Germann, Markus H. Gr...
CGF
2008
93views more  CGF 2008»
13 years 11 months ago
Practical Product Importance Sampling for Direct Illumination
Petrik Clarberg, Tomas Akenine-Möller
CGF
2008
99views more  CGF 2008»
13 years 11 months ago
Polyhedral Finite Elements Using Harmonic Basis Functions
Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but in turn requires...
Sebastian Martin, Peter Kaufmann, Mario Botsch, Ma...
CGF
2008
201views more  CGF 2008»
13 years 11 months ago
Fluid in Video: Augmenting Real Video with Simulated Fluids
We present a technique for coupling simulated fluid phenomena that interact with real dynamic scenes captured as a binocular video sequence. We first process the binocular video s...
Vivek Kwatra, Philippos Mordohai, Rahul Narain, Sa...
CGF
2008
78views more  CGF 2008»
13 years 11 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
CGF
2008
122views more  CGF 2008»
13 years 11 months ago
Accurate Shadows by Depth Complexity Sampling
The accurate generation of soft shadows is a particularly computationally intensive task. In order to reduce rendering time, most real-time and offline applications decorrelate th...
Vincent Forest, Loïc Barthe, Mathias Paulin
CGF
2008
161views more  CGF 2008»
13 years 11 months ago
The Beam Radiance Estimate for Volumetric Photon Mapping
We present a new method for efficiently simulating the scattering of light within participating media. Using a theoretical reformulation of volumetric photon mapping, we develop a...
Wojciech Jarosz, Matthias Zwicker, Henrik Wann Jen...
CGF
2008
84views more  CGF 2008»
13 years 11 months ago
Visual Abstractions of Solvent Pathlines near Protein Cavities
bstractions of Solvent Pathlines near Protein Cavities Katrin Bidmon1 , Sebastian Grottel1 , Fabian B
Katrin Bidmon, Sebastian Grottel, Fabian Bös,...
CGF
2008
127views more  CGF 2008»
13 years 11 months ago
Fitting Sharp Features with Loop Subdivision Surfaces
Various methods have been proposed for fitting subdivision surfaces to different forms of shape data (e.g., dense meshes or point clouds), but none of these methods effectively de...
Ruotian Ling, Wenping Wang, Dong-Ming Yan