Zobrazeno 1 - 10
of 52
pro vyhledávání: '"Ulf Assarsson"'
Publikováno v:
Frontiers in Computer Science, Vol 4 (2022)
We present a novel way of approaching image-based 3D reconstruction based on radiance fields. The problem of volumetric reconstruction is formulated as a non-linear least-squares problem and solved explicitly without the use of neural networks. This
Externí odkaz:
https://doaj.org/article/fde79e61c58a4c8a90ee32b91013c323
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 5:1-15
Rendering of realistic-looking hair is in general still too costly to do in real-time applications, from simulating the physics to rendering the fine details required for it to look natural, including self-shadowing. We show how an autoencoder networ
Publikováno v:
Computers & Graphics. 95:36-46
We introduce a practical parallel technique to achieve real-time motion blur for textured and semi-transparent triangles with high accuracy using modern commodity GPUs. In our approach, moving triangles are represented as prisms. Each prism is bounde
Publikováno v:
Computer Graphics Forum. 39:133-146
We describe a method to use Spherical Gaussians with free directions and arbitrary sharpness and amplitude to approximate the precomputed local light field for any point on a surface in a scene. This allows for a high‐quality reconstruction of thes
Publikováno v:
Computer Graphics Forum. 39:121-132
An application may have to load an unknown 3D model and, for enhanced realistic rendering, precompute values over the surface domain, such as light maps, ambient occlusion, or other global-illumination parameters. High-quality uv-unwrapping has sever
Publikováno v:
The Visual Computer. 37:553-565
We present a semiautomatic real-time pipeline for capturing and rendering free-viewpoint video using passive stereo matching. The pipeline is simple and achieves agreeable quality in real time on a system of commodity web cameras and a single desktop
We present a novel way of approaching image-based 3D reconstruction based on radiance fields. The problem of volumetric reconstruction is formulated as a non-linear least-squares problem and solved explicitly without the use of neural networks. This
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::1369fbf1716862d0cb9614e8e9d8eed1
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics. 22:2239-2248
We present a fast and memory efficient algorithm for generating Compact Precomputed Voxelized Shadows. By performing much of the common sub-tree merging before identical nodes are ever created, we improve construction times by several orders of magni
Publikováno v:
GPU Pro 360 ISBN: 9781351261524
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::5afa0658ed425b21dc18098f27cd0f1e
https://doi.org/10.1201/9781351261524-17
https://doi.org/10.1201/9781351261524-17
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics. 21:701-713
Recently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality