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Titlebook: Rendering Techniques ’99; Proceedings of the E Dani Lischinski,Greg Ward Larson Conference proceedings 1999 Springer-Verlag/Wien 1999 3D.3D

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Efficient Displacement Mapping by Image Warping,g has been done using ray-tracing and by introducing a great number of micro-polygons. We present a new image-based approach by showing that rendering displacement maps is sufficiently similar to image warping for parallel displacements and displacements originating form a single point. Our new warp
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Shadow Penumbras for Complex Objects by Depth-Dependent Filtering of Multi-Layer Depth Images,erformed on a MDI that represents the view from the light source. The algorithm is based upon both ray tracing and the z-buffer shadow algorithm, and is closely related to convolution methods. The method’s effectiveness is demonstrated on especially complex objects such as trees, whose soft shadows
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Approximating the Location of Integrand Discontinuities for Penumbral Illumination with Area Light roblem because the integral that defines the radiance at a point must take into account the visibility function. Most of the solutions proposed have been limited to polygonal environments, and require a full visibility determination preprocessing step. The result is typically a partitioning of the e
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0946-2767 in Granada, Spain. Origi­ nally an outgrowth of the annual Eurographics meeting, the workshop was organized by a dedicated group of researchers who felt there was insufficient opportunity at Eu­ rographics and Siggraph to exchange ideas specifically on rendering. Over the past 9 years, the workshop
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Real-Time Rendering of Real World Environments,e large data sets as image-based models and present contributions to image-based rendering that allow these models to be rendered in real time on existing graphics hardware without sacrificing the high resolution at which the data sets were acquired.
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Light Field Techniques for Reflections and Refractions, technique is possible through existing extensions of the OpenGL rendering pipeline. In addition, we also discuss storage issues and introduce methods for handling vector-quantized data with graphics hardware.
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978-3-211-83382-7Springer-Verlag/Wien 1999
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