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SI3D
2005
ACM
14 years 2 months ago
Texture sprites: texture elements splatted on surfaces
We present a new interactive method to texture complex geometries at very high resolution, while using little memory and without the need for a global planar parameterization. We ...
Sylvain Lefebvre, Samuel Hornus, Fabrice Neyret
SI3D
2005
ACM
14 years 2 months ago
A general algorithm for output-sensitive visibility preprocessing
Occlusion culling based on precomputed visibility information is a standard method for accelerating the rendering in real-time graphics applications. In this paper we present a ne...
Samuli Laine
SI3D
2005
ACM
14 years 2 months ago
Ambient occlusion fields
We present a novel real-time technique for computing inter-object ambient occlusion. For each occluding object, we precompute a field in the surrounding space that encodes an app...
Janne Kontkanen, Samuli Laine
SI3D
2005
ACM
14 years 2 months ago
Sketching mesh deformations
Techniques for interactive deformation of unstructured polygon meshes are of fundamental importance to a host of applications. Most traditional approaches to this problem have emp...
Youngihn Kho, Michael Garland
SI3D
2005
ACM
14 years 2 months ago
HoverCam: interactive 3D navigation for proximal object inspection
Azam Khan, Ben Komalo, Jos Stam, George W. Fitzmau...
SI3D
2005
ACM
14 years 2 months ago
Automatic impostor placement for guaranteed frame rates and low memory requirements
Impostors are image-based primitives commonly used to replace complex geometry in order to reduce the rendering time needed for displaying complex scenes. However, a big problem i...
Stefan Jeschke, Michael Wimmer, Heidrun Schumann, ...
SI3D
2005
ACM
14 years 2 months ago
Interactive deformation of light fields
We present a software pipeline that enables an animator to deform light fields. The pipeline can be used to deform complex objects, such as furry toys, while maintaining photo-re...
Billy Chen, Eyal Ofek, Heung-Yeung Shum, Marc Levo...
SI3D
2005
ACM
14 years 2 months ago
ZP+: correct Z-pass stencil shadows
We present a novel algorithm for the rendering of hard shadows cast by a point light source. The well-known Z-pass method for rasterizing shadow volumes is not always correct. Our...
Samuel Hornus, Jared Hoberock, Sylvain Lefebvre, J...
SI3D
2005
ACM
14 years 2 months ago
A lighting model for general participating media
Efficient and visually compelling reproduction of effects due to multiple scattering in participating media remains one of the most difficult tasks in computer graphics. Althoug...
Kyle Hegeman, Michael Ashikhmin, Simon Premoze
SI3D
2005
ACM
14 years 2 months ago
What you see is what you snap: snapping to geometry deformed on the GPU
We present a simple yet effective snapping technique for constraining the motion of the cursor of an input device to the surface of 3D models whose geometry is arbitrarily deforme...
Harlen Costa Batagelo, Shin-Ting Wu