Image-based Environment Matting (2002)
Paul Debevec, Simon Gibson (editors, Y. Wexler, A. W. Fitzgibbon, A. Zisserman
Environment matting is a powerful technique for modelling the complex light-transport properties of real-world optically active elements.' transparent, refractive and reflective objects. Recent...
Real-Time Animation of Realistic Fog (2002)
Paul Debevec, Simon Gibson (editors, V. Biri, S. Michelin, D. Arqus
Fog introduces a high level of realism to computer graphics. But fog is often simulated by uniform density when real fog is always much more complex. Its variable density creates beautiful shapes of...
Eurographics Workshop on Rendering (2002), pp. 1--9 (2002)
Paul Debevec, Simon Gibson (editors, Adrian Secord, Wolfgang Heidrich, Lisa Streit
In this paper we present a high-quality, image-space approach to illustration that preserves continuous tone by probabilistically distributing primitives while maintaining interactive rates. Our...
A Real-Time Distributed Light Field Camera (2002)
Paul Debevec, Simon Gibson (editors, Jason C. Yang, Matthew Everett, Chris Buehler, Leonard Mcmillan
We present the design and implementation of a real-time, distributed light field camera. Our system allows multiple viewers to navigate virtual cameras in a dynamically changing light field that is...
Image-based Environment Matting (2002)
Paul Debevec, Simon Gibson (editors, Yonatan Wexler, Andrew W. Fitzgibbon, Andrew Zisserman
Environment matting is a powerful technique for modeling the complex light-transport properties of real-world optically active elements: transparent, refractive and reflective objects. Recent...
A Tone Mapping Algorithm for High Contrast Images (2002)
Paul Debevec, Simon Gibson (editors, Michael Ashikhmin
A new method is presented that takes as an input a high dynamic range image and maps it into a limited range of luminance values reproducible by a display device. There is significant evidence that a...
Real-Time Halftoning: A Primitive For Non-Photorealistic Shading (2002)
Paul Debevec, Simon Gibson (editors, Bert Freudenberg, Maic Masuch, Thomas Strothotte
We introduce halftoning as a general primitive for real-time non-photorealistic shading. It is capable of producing a variety of rendering styles, ranging from engraving with lighting-dependent line...
Time-critical Rendering of Discrete and Continuous Levels of Detail (2002)
Paul Debevec, Simon Gibson (editors, Christopher Zach, Stephan Mantler, Konrad Karner
We present a novel level of detail selection method for real-time rendering, that works on hierarchies of discrete and continuous representations. We integrate point rendered objects with polygonal...