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pro vyhledávání: '"Gilles Rainer"'
Autor:
Gilles, Rainer
Der Autor Rainer Gilles beschäftigt sich seit fast 30 Jahren intensiv mit der bekannten Firma aus der Elbmetropole. Es fiel ihm nicht leicht, der Firmengeschichte oder gar ihrem Begründer Bruno Naumann auf knappem Raum gerecht zu werden. Aus einer
Externí odkaz:
https://slub.qucosa.de/id/qucosa%3A70982
https://slub.qucosa.de/api/qucosa%3A70982/attachment/ATT-0/
https://slub.qucosa.de/api/qucosa%3A70982/attachment/ATT-0/
Publikováno v:
ACM Transactions on Graphics
ACM Transactions on Graphics, 2022, 41 (6), pp.Article 201. ⟨10.1145/3550454.3555497⟩
ACM Transactions on Graphics, 2022, 41 (6), pp.Article 201. ⟨10.1145/3550454.3555497⟩
View-dependent effects such as reflections pose a substantial challenge for image-based and neural rendering algorithms. Above all, curved reflectors are particularly hard, as they lead to highly non-linear reflection flows as the camera moves. We in
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::4407672593e3d4c40eb395288e56a65c
Publikováno v:
Computer Graphics Forum. 39:167-178
Realistic rendering using discrete reflectance measurements is challenging, because arbitrary directions on the light and view hemispheres are queried at render time, incurring large memory requirements and the need for interpolation. This explains t
Publikováno v:
Computer Graphics Forum. 38:235-244
The Bidirectional Texture Function (BTF) is a data-driven solution to render materials with complex appearance. A typical capture contains tens of thousands of images of a material sample under varying viewing and lighting conditions. While capable o
Controlled capture of real-world material appearance yields tabulated sets of highly realistic reflectance data. In practice, however, its high memory footprint requires compressing into a representation that can be used efficiently in rendering whil
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::ce135613798b07dbbed7d5f59d22e9ac
Publikováno v:
Computers & Graphics: X
Computers & Graphics: X, 2022, ⟨10.1016/j.cag.2022.09.010⟩
Computers & Graphics: X, 2022, ⟨10.1016/j.cag.2022.09.010⟩
The movie and video game industries have adopted photogrammetry as a way to create digital 3D assets from multiple photographs of a real-world scene. But photogrammetry algorithms typically output an RGB texture atlas of the scene that only serves as
Publikováno v:
FEBS Letters; January 1981, Vol. 124 Issue: 1 p57-61, 5p
Publikováno v:
Zeitschrift für Naturforschung C; June 1984, Vol. 39 Issue: 6 p584-592, 9p
Publikováno v:
Zeitschrift für Naturforschung C; December 1984, Vol. 39 p1159-1162, 4p
Autor:
Gilles, Rainer, Jaenicke, Lothar
Publikováno v:
Zeitschrift für Naturforschung C; October 1982, Vol. 37 Issue: 10 p1023-1030, 8p