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We present a new technique for the display of high-dynamic-range images, which reduces the contrast while preserving detail. It is based on a two-scale decomposition of the image into a base layer, encoding large-scale variations, and a detail layer. Only the base layer has its contrast reduced, thereby preserving detail. The base layer is obtained using an(More)
The linear strain measures that are commonly used in real-time animations of deformable objects yield fast and stable simulations. However, they are not suitable for large deformations. Recently, more realistic results have been achieved in computer graphics by using Green's non-linear strain tensor, but the non-linearity makes the simulation more costly(More)
Tone mapping and visual adaptation are crucial for the generation of static, photorealistic images. A largely unexplored problem is the simulation of adaptation and its changes over time on the visual appearance of a scene. These changes are important in interactive applications, including walkthroughs or games, where effects such as dazzling, slow(More)
An important component that has been missing from image synthesis is the effect of weathering. In this paper, we present an approach for the modeling and rendering of one type of weathering--metallic patinas. A patina is a film or incrustation on a surface that is produced by the removal of material, the addition of material, or the chemical alteration of a(More)
Stone is widespread in its use as a building material and artistic medium. One of its most remarkable qualities is that it changes appearance as it interacts with the environment. These changes are mainly confined to the surface but involve complex volumetric effects such as erosion and mineral dissolution. This paper presents an approach for the modeling(More)
We present an image-based modeling and editing system that takes a single photo as input. We represent a scene as a layered collection of depth images, where each pixel encodes both color and depth. Starting from an input image, we employ a suite of user-assisted techniques, based on a painting metaphor, to assign depths and extract layers. We introduce two(More)
We introduce <i>billboard clouds</i> -- a new approach for extreme simplification in the context of real-time rendering. 3D models are simplified onto a set of planes with texture and transparency maps. We present an optimization approach to build a billboard cloud given a geometric error threshold. After computing an appropriate density function in plane(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)
Visibility determination is a key requirement in a wide range of graphics algorithms. This paper introduces a new approach to the computation of <italic>volume visibility</italic>, the detection of occluded portions of space as seen from a given region. The method is conservative and classifies regions as occluded only when they are guaranteed to be(More)
IEEE Computer Graphics and Applications 53 The realistic modeling of vegetation is an important problem in computer graphics. Vegetation adds a significant dimension of realism to a scene. Trees, in particular, form an integral part of architectural landscapes. Many techniques 2–4 and modeling packages (for example, Tree Professional Software and MaxTrees)(More)