Rendering Techniques 2001: Proceedings of the Eurographics Workshop in London, United Kingdom, June 25–27, 2001S.J. Gortler, K. Myzskowski This book contains the proceedings of the lih Eurographics Workshop on Rendering, th which took place from the 25 to the 27th of June, 2001, in London, United Kingdom. Over the past 11 years, the workshop has become the premier forum dedicated to research in rendering. Much of the work in rendering now appearing in other conferences and journals builds on ideas originally presented at the workshop. This year we received a total of 74 submissions. Each paper was carefully reviewed by two of the 28 international programme committee members, as well as external reviewers, selected by the co-chairs from a pool of 125 individuals. In this review process, all submissions and reviews were handled electronically, with the exception of videos submitted with a few of the papers. The overall quality of the submissions was exceptionally high. Space and time constraints forced the committee to make some difficult decisions. In the end, 29 by papers were accepted, and they appear here. Almost all papers are accompanied color images, which appear at the end of the book. The papers treat the following varied topics: methods for local and global illumination, techniques for acquisition and modeling from images, image-based rendering, new image representations, hardware assisted methods, shadow algorithms, visibility, perception, texturing, and filtering. Each year, in addition to the reviewed contributions, the workshop includes invited presentations from internationally recognized experts. |
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Contents
Thrifty Final Gather for Radiosity | 1 |
Reflected and Transmitted Irradiance from Area Sources using Vertex Tracing | 13 |
Simulating NonLambertian Phenomena Involving LinearlyVarying Luminaires | 25 |
An Illumination Model for a Skin Layer Bounded by Rough Surfaces | 39 |
Realtime Photorealistic Physically Based Rendering of Fine Scale Human Skin Structure | 53 |
Efficient Cloth Modeling and Rendering | 63 |
Decoupling Strokes and HighLevel Attributes for Interactive Traditional Drawing | 71 |
Artistic Composition for Image Creation | 83 |
Interactive Rendering of Trees with Shading and Shadows | 183 |
Combined Rendering of Polarization and Fluorescence Effects | 197 |
Hardwareaccelerated fromregion visibility using a dual ray space | 205 |
RealTime Occlusion Culling with a Lazy Occlusion Grid | 217 |
Perceptually Driven Simplification for Interactive Rendering | 223 |
Measuring the Perception of Visual Realism in Images | 235 |
A PerceptuallyBased Texture Caching Algorithm for HardwareBased Rendering | 249 |
Path differentials and applications | 257 |
Animating Real Objects With ImageBased Illumination | 89 |
ImageBased Reconstruction of Spatially Varying Materials | 103 |
Polyhedral Visual Hulls for RealTime Rendering | 115 |
Interactive Multi Resolution Light Field Rendering | 127 |
Differential Point Rendering | 139 |
Interactive Sampling and Rendering for Complex and Procedural Geometry | 151 |
PointBased Impostors for RealTime Visualization | 163 |
Opacity Shadow Maps | 177 |
Interleaved Sampling | 269 |
Interactive Distributed Ray Tracing of Highly Complex Models | 277 |
Realistic Reflections and Refractions on Graphics Hardware With Hybrid Rendering and Layered Environment Maps | 289 |
Texture and Shape Synthesis on Surfaces | 301 |
RealTime HighDynamic Range Texture Mapping | 313 |
Color Plates | 321 |
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Common terms and phrases
approach approximate area light sources blending BRDF bump mapping BVol cache camera cluster coefficients color complex compression Computer Graphics cube-map edges efficient encode environment equation Eurographics Eurographics Workshop evaluate example factor Figure filter framebuffer function geometry global illumination graphics hardware grid hierarchical image-based implementation interactive rendering interpolation intersection irradiance layer Light Field light source Lumigraph luminaires lumitexel matrix mesh method mip-map node normal map number of samples objects occlusion culling OpenGL parameters path perceptible pixel polygon precomputed preprocessing Proceedings of SIGGRAPH projection projector radiance radiosity radiosity solution ray tracing real-time realistic reflection refractive representation scene Section shading shadow silhouette simplification simulation skin spatial specular stored strokes structure surface synthesis texture maps texture synthesis threshold tree triangle values vector vertex vertices view cell view-dependent viewcell viewing direction viewpoint visibility visual hull voxel walkthrough wavelet stream Workshop on Rendering z-buffer