Environment-maps, like texture maps or any other maps consisting of discretely stored data have to be properly filtered, if they are being resampled in the process of rendering an image. For environment maps, this is especially important, as the sampling rate is subject to extreme changes due to the curvature of the reflecting surfaces. However, for the same reason, the antialiasing is especially difficult to perform, as the sampling rate has to be determined for each pixel. We introduce a method to perform this calculation and determine the parameters for anisotropic filtering of the environment map. The principles that are used to perform this antialiasing can be applied for antialiasing reflected textures in general e.g. in ray tracing. ...
We describe simple methods for how to filter environment maps using ray cones and ray differentials ...
International audienceOn-the-fly patch-based texturing consists of choosing at run-time, for several...
International audienceWe present the first method to efficiently and accurately predict antialias-in...
Veröffentlichung des Wilhelm-Schickard-Institut für Informatik Universität Tübinge
Bump-maps, like texture maps or any other maps consisting of discretely stored data have to be prope...
Veröffentlichung des Wilhelm-Schickard-Institut für Informatik Universität Tübinge
• We use the direction of the reflected ray to index a texture map. • We can simulate reflections. T...
Abstract. Antialiasing is a necessary component of any high quality renderer. An antialiased image i...
We present a method for restoring antialiased edges that are damaged by certain types of nonlinear i...
Static environment maps fail to capture local reflections including effects like selfreflections and...
Post-processing antialiasing methods are well suited for deferred shading because they decouple anti...
Image aliasing is a problem appearing as artefacts in digitally resampled images, which degrades the...
International audienceWe present Linear Efficient Antialiased Displacement and Reflectance (LEADR) m...
We present various algorithms for antialiasing silhouette edges of manifold and non-manifold implici...
Abstract—Applying non-linear transfer functions and look-up tables to procedural functions (such as ...
We describe simple methods for how to filter environment maps using ray cones and ray differentials ...
International audienceOn-the-fly patch-based texturing consists of choosing at run-time, for several...
International audienceWe present the first method to efficiently and accurately predict antialias-in...
Veröffentlichung des Wilhelm-Schickard-Institut für Informatik Universität Tübinge
Bump-maps, like texture maps or any other maps consisting of discretely stored data have to be prope...
Veröffentlichung des Wilhelm-Schickard-Institut für Informatik Universität Tübinge
• We use the direction of the reflected ray to index a texture map. • We can simulate reflections. T...
Abstract. Antialiasing is a necessary component of any high quality renderer. An antialiased image i...
We present a method for restoring antialiased edges that are damaged by certain types of nonlinear i...
Static environment maps fail to capture local reflections including effects like selfreflections and...
Post-processing antialiasing methods are well suited for deferred shading because they decouple anti...
Image aliasing is a problem appearing as artefacts in digitally resampled images, which degrades the...
International audienceWe present Linear Efficient Antialiased Displacement and Reflectance (LEADR) m...
We present various algorithms for antialiasing silhouette edges of manifold and non-manifold implici...
Abstract—Applying non-linear transfer functions and look-up tables to procedural functions (such as ...
We describe simple methods for how to filter environment maps using ray cones and ray differentials ...
International audienceOn-the-fly patch-based texturing consists of choosing at run-time, for several...
International audienceWe present the first method to efficiently and accurately predict antialias-in...