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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)
Rendering high-quality shadows in real-time is a challenging problem. Shadow mapping has proved to be an efficient solution, as it scales well for complex scenes. However, it suffers from aliasing problems. Filtering the shadow map alleviates aliasing, but unfortunately, native hardware-accelerated filtering cannot be applied, as the shadow test has to take(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)
We present Convolution Shadow Maps, a novel shadow representation that affords efficient arbitrary linear filtering of shadows. Traditional shadow mapping is inherently non-linear w.r.t. the stored depth values, due to the binary shadow test. We linearize the problem by approximating shadow test as a weighted summation of basis terms. We demonstrate the(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)
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)
Introduction We present a novel approach to rendering self-shadows for dynamic hair. Using programmable consumer graphics hardware, thousands of moving, individual hair strands can be rendered at interactive frame rates. Since we do not impose any constraints on the hair — hair is defined as a collection of line segments — any hair style can be given as(More)
A user’s physical and virtual environments are becoming increasingly interwoven. Mobile and embedded devices have become more the rule than the exception: many present-day users are inexperienced when it comes to traditional computers, but are in daily contact with computerized systems. The increasing diversity of all kinds of devices, together with the(More)
Texture variation on real-world objects often correlates with underlying geometric characteristics and creates a visually rich appearance. We present a technique to transfer such geometry-dependent texture variation from an example textured model to new geometry in a visually consistent way. It captures the correlation between a set of geometric features,(More)