We propose a practicable way to include both polarization and fluorescence effects in a rendering system at the same time. Previous research in this direction only demonstrated s...
Alexander Wilkie, Robert F. Tobler, Werner Purgath...
Abstract. Many disciplines must handle the creation, visualization, and manipulation of huge and complex 3D environments. Examples include large structural and mechanical engineeri...
Ingo Wald, Philipp Slusallek, Carsten Benthin, Mar...
Abstract. Photo-realistic rendering algorithms such as Monte Carlo ray tracing sample individual paths to compute images. Noise and aliasing artefacts are usually reduced by supers...
We present a new sampling method for procedural and complex geometries, which allows interactive point-based modeling and rendering of such scenes. For a variety of scenes, object-...
In this paper we present a novel illumination model that takes into account multiple anisotropic scattering in a layer bounded by two rough surfaces. We compute the model by a dis...
Finite Element methods are well suited to the computation of the light distribution in mostly diffuse scenes, but the resulting mesh is often far from optimal to accurately represe...
Annette Scheel, Marc Stamminger, Hans-Peter Seidel
We describe a new paradigm for three-dimensional computer graphics, using projectors to graphically animate physical objects in the real world. The idea is to replace a physical o...
One of the main goals in realistic rendering is to generate images that are indistinguishable from photographs – but how do observers decide whether an image is photographic or c...
Paul Rademacher, Jed Lengyel, Edward Cutrell, Turn...
The goal of this paper is the interactive rendering of 3D trees covering a landscape, with shading and shadows consistent with the lighting conditions. We propose a new IBR represe...
We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hul...