Zobrazeno 1 - 9
of 9
pro vyhledávání: '"Christian Luksch"'
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 3:1-18
We present a real-time rendering technique for photometric polygonal lights. Our method uses a numerical integration technique based on a triangulation to calculate noise-free diffuse shading. We include a dynamic point in the triangulation that prov
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics, 26(1)
LightGuider is a novel guidance-based approach to interactive lighting design, which typically consists of interleaved 3D modeling operations and light transport simulations. Rather than having designers use a trial-And-error approach to match their
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::08f678ec33856e178d1e9bbc6b694f94
http://resolver.tudelft.nl/uuid:d82b5c8e-e2cb-4008-b935-1a811cd8e7dd
http://resolver.tudelft.nl/uuid:d82b5c8e-e2cb-4008-b935-1a811cd8e7dd
Autor:
Georg Haaser, Michael Schwärzler, Attila Szabo, Harald Steinlechner, Christian Luksch, Andreas Walch, Stefan Maierhofer
Publikováno v:
The Visual Computer. 34:1155-1164
Lens flare is a visual phenomenon caused by interreflection of light within a lens system. This effect is often seen as an undesired artifact, but it also gives rendered images a realistic appearance and is even used for artistic purposes. In the are
Publikováno v:
The Visual Computer. 33:833-843
In computer graphics, stochastic sampling is frequently used to efficiently approximate complex functions and integrals. The error of approximation can be reduced by distributing samples according to an importance function, but cannot be eliminated c
Autor:
Thomas Ortner, Eduard Gröller, Harald Piringer, Johannes Sorger, Christian Luksch, Michael Schwärzler
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics. 22:290-299
State-of-the-art lighting design is based on physically accurate lighting simulations of scenes such as offices. The simulation results support lighting designers in the creation of lighting configurations, which must meet contradicting customer obje
Publikováno v:
The Visual Computer. 30:717-727
Rendering view-dependent, glossy surfaces to increase the realism in real-time applications is a computationally complex task, that can only be performed by applying some approximations--especially when immediate changes in the scene in terms of mate
Publikováno v:
I3D
We propose a new method for the fast computation of light maps using a many-light global-illumination solution. A complete scene can be light mapped on the order of seconds to minutes, allowing fast and consistent previews for editing or even generat
Publikováno v:
I3D
We propose a novel way to efficiently calculate soft shadows in real-time applications by overcoming the high computational effort involved with the complex corresponding visibility estimation each frame: We exploit the temporal coherence prevalent i
Publikováno v:
VRST
We present a system to evaluate and improve visual guidance systems and signage for pedestrians inside large buildings. Given a 3D model of an actual building we perform agent-based simulations mimicking the decision making process and navigation pat