For the rendering of vector and tensor fields, several texturebased volumetric rendering methods were presented in recent years. While they have indisputable merits, the classical vertex-based rendering of integral curves has the advantage of better zooming capabilities as it is not bound to a fixed resolution. It has been shown that lighting can improve spatial perception of lines significantly, especially if lines appear in bundles. Although OpenGL does not directly support lighting of lines, fast rendering of illuminated lines can be achieved by using basic texture mapping. This existing technique is based on a maximum principle which gives a good approximation of specular reflection. Diffuse reflection however is essentially limited to ...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
A central motivation of computer graphics research is the generation of images, which approximate v...
Many large scale physics-based simulations which take place on PC clusters or supercomputers produce...
Detlev Stalling Malte Zo¨ckler Hans-Christian Hege A new technique for interactive vector field visu...
Graduation date: 2014Realistic (ideally photorealistic) real-time rendering has remained an elusive ...
Reflections and refractions are important visual effects that have long been considered too costly...
Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper ext...
Abstract—Based on the observation that shading conveys shape information through intensity gradients...
With fast 3D graphics becoming more and more available even on low end platforms, the focus in har...
Drettakis/Max (editors)International audienceSome of the best current research on realistic renderin...
This paper presents a novel technique to efficiently compute illumination for Direct Volume Renderin...
Rendering is one of the main areas of computer graphics. It is the process of creating realistic ima...
Generating images of texture mapped geometry requires projecting surfaces onto a two-dimensional scr...
Visibility computations are the most time-consuming part of global illumination algorithms. The cost...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
A central motivation of computer graphics research is the generation of images, which approximate v...
Many large scale physics-based simulations which take place on PC clusters or supercomputers produce...
Detlev Stalling Malte Zo¨ckler Hans-Christian Hege A new technique for interactive vector field visu...
Graduation date: 2014Realistic (ideally photorealistic) real-time rendering has remained an elusive ...
Reflections and refractions are important visual effects that have long been considered too costly...
Blinn and Newell introduced reflection maps for computer simulated mirror highlights. This paper ext...
Abstract—Based on the observation that shading conveys shape information through intensity gradients...
With fast 3D graphics becoming more and more available even on low end platforms, the focus in har...
Drettakis/Max (editors)International audienceSome of the best current research on realistic renderin...
This paper presents a novel technique to efficiently compute illumination for Direct Volume Renderin...
Rendering is one of the main areas of computer graphics. It is the process of creating realistic ima...
Generating images of texture mapped geometry requires projecting surfaces onto a two-dimensional scr...
Visibility computations are the most time-consuming part of global illumination algorithms. The cost...
Interactive rendering of translucent materials in virtual worlds has always proved to be challenging...
Indirect lighting (also Global Illumination (GI)) is an important part of photo-realistic imagery an...
A central motivation of computer graphics research is the generation of images, which approximate v...
Many large scale physics-based simulations which take place on PC clusters or supercomputers produce...