Holly E. Rushmeier

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We present a tone reproduction operator that preserves visibility in high dynamic range scenes. Our method introduces a new histogram adjustment technique, based on the population of local adaptation luminances in a scene. To match subjective viewing experience, the method incorporates models for human contrast sensitivity, glare, spatial acuity and color(More)
Radiosity and other global illumination methods for image synthesis calculate the real world radiance values of a scene instead of the display radiance values that will represent them. Though radiosity and ray tracing methods can compute extremely accurate and wide-ranging scene radiances, modern display devices emit light only in a tiny fixed range. The(More)
Three-dimensional (3D) image acquisition systems are rapidly becoming more affordable, especially systems based on commodity electronic cameras. At the same time, personal computers with graphics hardware capable of displaying complex 3D models are also becoming inexpensive enough to be available to a large population. As a result, there is potentially an(More)
We describe a project to create a three-dimensional digital model of Michelangelo’s Florentine Pietà. The model is being used in a comprehensive art-historical study of this sculpture that includes a consideration of historical records and artistic significance as well as scientific data. A combined multi-view and photometric system is used to capture(More)
A new progressive global illumination method is presented which produces approximate images quickly, and then continues to systematically produce more accurate images. The method combines the existing methods of progressive refinement radiosity, Monte Carlo path tracing and light ray tracing. The method does not place any limitation on surface properties(More)
Geometric objects are often represented by many millions of triangles or polygons, which limits the ease with which they can be transmitted and displayed electronically. This has led to the development of many algorithms for simplifying geometric models, and to the recognition that metrics are required to evaluate their success. The goal is to create(More)
This paper explores numerical techniques for comparing real and synthetic luminance images. We introduce components of a perceptually based metric using ideas from the image compression literature. We apply a series of metrics to a set of real and synthetic images, and discuss their performance. Finally, we conclude with suggestions for future work in(More)
We describe the use of traditional stereological methods to synthesize 3D solid textures from 2D images of existing materials. We first illustrate our approach for aggregate materials of spherical particles, and then extend the technique to apply to particles of arbitrary shapes. We demonstrate the effectiveness of the approach with side-by-side comparisons(More)
The creation of three-dimensional digital content by scanning real objects has become common practice in graphics applications for which visual quality is paramount, such as animation, e-commerce, and virtual museums. While a lot of attention has been devoted recently to the problem of accurately capturing the geometry of scanned objects, the acquisition of(More)
The Ball-Pivoting Algorithm (BPA) computes a triangle mesh interpolating a given point cloud. Typically, the points are surface samples acquired with multiple range scans of an object. The principle of the BPA is very simple: Three points form a triangle if a ball of a user-specified radius p touches them without containing any other point. Starting with a(More)