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- Peter-Pike J. Sloan, Jan Kautz, John Snyder
- SIGGRAPH
- 2002

We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the object's surface representing transfer of arbitrary, low-frequency incident lighting into <i>transferred… (More)

- Pedro V. Sander, John Snyder, Steven J. Gortler, Hugues Hoppe
- SIGGRAPH
- 2001

Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important goals simultaneously. It minimizes texture stretch (small texture distances mapped onto large surface distances) to balance sampling rates over all locations and… (More)

- Peter-Pike J. Sloan, Jesse D. Hall, John C. Hart, John Snyder
- ACM Trans. Graph.
- 2003

We compress storage and accelerate performance of precomputed radiance transfer (PRT), which captures the way an object shadows, scatters, and reflects light. PRT records over many surface points a transfer matrix. At run-time, this matrix transforms a vector of spherical harmonic coefficients representing distant, low-frequency source lighting into exiting… (More)

- Pedro V. Sander, Zoë J. Wood, Steven J. Gortler, John Snyder, Hugues Hoppe
- Symposium on Geometry Processing
- 2003

We introduce multi-chart geometry images, a new representation for arbitrary surfaces. It is created by resampling a surface onto a regular 2D grid. Whereas the original scheme of Gu et al. maps the entire surface onto a single square, we use an atlas construction to map the surface piecewise onto charts of arbitrary shape. We demonstrate that this added… (More)

- Jan Kautz, John Snyder, Peter-Pike J. Sloan
- Rendering Techniques
- 2002

Real-time shading using general (e.g., anisotropic) BRDFs has so far been limited to a few point or directional light sources. We extend such shading to smooth, area lighting using a low-order spherical harmonic basis for the lighting environment. We represent the 4D product function of BRDF times the cosine factor (dot product of the incident lighting and… (More)

- Xinguo Liu, Peter-Pike J. Sloan, Harry Shum, John Snyder
- Rendering Techniques
- 2004

We introduce a method based on precomputed radiance transfer (PRT) that allows interactive rendering of glossy surfaces and includes shadowing effects from dynamic, “all-frequency” lighting. Specifically, source lighting is represented by a cube map at resolution nL = 6× 32× 32. We present a novel PRT formulation which factors glossy BRDFs into purely… (More)

- Kun Zhou, Jin Huang, +4 authors Harry Shum
- ACM Trans. Graph.
- 2005

We present a novel technique for large deformations on 3D meshes using the volumetric graph Laplacian. We first construct a graph representing the volume inside the input mesh. The graph need not form a solid meshing of the input mesh's interior; its edges simply connect nearby points in the volume. This graph's Laplacian encodes volumetric details as the… (More)

- Jiaping Wang, Peiran Ren, Minmin Gong, John Snyder, Baining Guo
- ACM Trans. Graph.
- 2009

We describe a technique for real-time rendering of dynamic, spatially-varying BRDFs in static scenes with all-frequency shadows from environmental and point lights. The 6D SVBRDF is represented with a general microfacet model and spherical lobes fit to its 4D spatially-varying normal distribution function (SVNDF). A sum of spherical Gaussians (SGs) provides… (More)

- Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, Hugues Hoppe, John Snyder
- SIGGRAPH
- 2000

Approximating detailed with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping the rendering of coarse geometry to the exact silhouette of the original model. The coarse mesh is obtained using progressive hulls, a novel representation with the… (More)

- Pedro V. Sander, Steven J. Gortler, John Snyder, Hugues Hoppe
- Rendering Techniques
- 2002

To reduce memory requirements for texture mapping a model, we build a surface parametrization specialized to its signal (such as color or normal). Intuitively, we want to allocate more texture samples in regions with greater signal detail. Our approach is to minimize signal approximation error — the difference between the original surface signal and its… (More)