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GRAPHICSINTERFACE
2008
15 years 8 months ago
Single-pass GPU solid voxelization for real-time applications
In this paper, we present a single-pass technique to voxelize the interior of watertight 3D models with high resolution grids in realtime during a single rendering pass. Further, ...
Elmar Eisemann, Xavier Décoret
CGVR
2006
15 years 8 months ago
Interpolation-Friendly Soft Shadow Maps
We present Penumbra Limit Maps, a technique for rendering soft shadows from a modified shadow map. The shadow representation used by our method has excellent interpolation propert...
Orion Sky Lawlor
GRAPHICSINTERFACE
2004
15 years 8 months ago
Hardware Accelerated Per-Pixel Displacement Mapping
In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rel...
Johannes Hirche, Alexander Ehlert, Michael C. Dogg...
ICVGIP
2004
15 years 8 months ago
Design of A Geometry Streaming System
The size and detail of graphics environments in everyday use has gone up considerably recently. Still, most applications use locally resident geometric content for rendering. In t...
Soumyajit Deb, P. J. Narayanan
IMAGING
2004
15 years 8 months ago
Validation of Color Managed 3D Appearance Acquisition
Image-based appearance acquisition algorithms are able to generate realistic 3D models of real objects but have previously not taken care of calibrated color space. We integrate a...
Michael Goesele, Hendrik P. A. Lensch, Hans-Peter ...