Learn More
We propose a technique for fusing a bracketed exposure sequence into a high quality image, without converting to HDR first. Skipping the physically-based HDR assembly step simplifies the acquisition pipeline. This avoids camera response curve calibration and is computationally efficient. It also allows for including flash images in the sequence. Our(More)
Shadow computation in dynamic scenes under complex illumination is a challenging problem. Methods based on precomputation provide accurate, real-time solutions, but are hard to extend to dynamic scenes. Specialized approaches for soft shadows can deal with dynamic objects but are not fast enough to handle more than one light source. In this paper, we(More)
White balance is a crucial step in the photographic pipeline. It ensures the proper rendition of images by eliminating color casts due to differing illuminants. Digital cameras and editing programs provide white balance tools that assume a single type of light per image, such as daylight. However, many photos are taken under mixed lighting. We propose a(More)
Figure 1: A backyard scene rendered with a 2k × 2k shadow map and 5 × 5 Gauss filtering using (from left to right, statistics include mip-map memory): CSMs ESMs require 8× less memory than CSMs and have less light leaking at contact points while their filtering quality is almost indistinguishable. Like CSMs, ESMs also avoid the high frequency light leaking(More)
Figure 1: Standard percentage closer filtering does not support tri-linear filtering and suffers from severe aliasing artifacts during minification. In contrast, Convolution Shadow Maps (CSM) enable tri-linear filtering of shadows and thereby achieve effective screen-space anti-aliasing. Additional convolution can hide shadow map discretization artifacts.(More)
We propose a technique for cheap and efficient acquisition of mesostructure normal maps from specularities, which only requires a simple LCD monitor and a digital camera. Coded illumination enables us to capture subtle surface details with only a handful of images. In addition, our method can deal with heterogeneous surfaces, and high albedo materials. We(More)
A novel approach is presented to efficiently render local subsurface scattering effects. We introduce an importance sampling scheme for a practical subsurface scattering model. It leads to a simple and efficient rendering algorithm , which operates in image-space, and which is even amenable for implementation on graphics hardware. We demonstrate the(More)
Introduction Realistic rendering of materials such as milk, fruits, wax, marble, and so on, requires to simulate subsurface scattering of light. This sketch presents an algorithm for plausible reproduction of subsurface scattering effects. Unlike previously proposed work, our algorithm allows to interactively change lighting, viewpoint, subsurface(More)