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Displaying 1-32 out of 32 total
Relighting Photographs of Tree Canopies
Found in: IEEE Transactions on Visualization and Computer Graphics
By Marcio Cabral,Nicolas Bonneel,Sylvain Lefebvre,George Drettakis
Issue Date:October 2011
pp. 1459-1474
We present an image-based approach to relighting photographs of tree canopies. Our goal is to minimize capture overhead; thus the only input required is a set of photographs of the tree taken at a single time of day, while allowing relighting at any other ...
 
A multimode immersive conceptual design system for architectural modeling and lighting
Found in: 3D User Interfaces
By Marcio Cabral, Peter Vangorp, Gaurav Chaurasia, Emmanuelle Chapoulie, Martin Hachet, George Drettakis
Issue Date:March 2011
pp. 15-18
We present a new immersive system which allows initial conceptual design of simple architectural models, including lighting. Our system allows the manipulation of simple elements such as windows, doors and rooms while the overall model is automatically adj...
 
A User-Centered Approach on Combining Realism and Interactivity in Virtual Environments
Found in: Virtual Reality Conference, IEEE
By Maria Roussou, George Drettakis, Nicolas Tsingos, Alex Reche, Emmanuel Gallo
Issue Date:March 2004
pp. 251
In this paper we describe a project that adopts a user-centered approach in the design of virtual environments (VEs) with enhanced realism and interactivity, guided by real-world applications in the areas of urban planning/ architecture and cultural herita...
   
The CREATE Project: Mixed Reality for Design, Education, and Cultural Heritage with a Constructivist Approach
Found in: Mixed and Augmented Reality, IEEE / ACM International Symposium on
By Céline Loscos, Hila Ritter Widenfeld, Maria Roussou, Alexandre Meyer, Franco Tecchia, George Drettakis, Emmanuel Gallo, Alex Reche Martinez, Nicolas Tsingos, Yiorgos Chrysanthou, Luc Robert, Massimo Bergamasco, Andrea Dettori, Souheil Soubra
Issue Date:October 2003
pp. 282
No summary available.
   
View-Dependent Layered Projective Texture Maps
Found in: Computer Graphics and Applications, Pacific Conference on
By Alex Reche-Martinez, George Drettakis
Issue Date:October 2003
pp. 492
Capturing and rendering of real scenes in an immersive virtual environment is still a challenging task. We present a novel workflow, using high-quality, view-dependent projective texturing at low texture memory cost, while reinforcing artist?s control over...
 
Interactive Visualization of Complex Plant Ecosystems
Found in: Visualization Conference, IEEE
By Oliver Deussen, Carsten Colditz, Marc Stamminger, George Drettakis
Issue Date:November 2002
pp. N/A
We present a method for interactive rendering of large outdoor scenes. Complex polygonal plant models and whole plant populations are represented by relatively small sets of point and line primitives. This enables us to show landscapes faithfully using onl...
 
Interactive Virtual Relighting of Real Scenes
Found in: IEEE Transactions on Visualization and Computer Graphics
By Céline Loscos, George Drettakis, Luc Robert
Issue Date:October 2000
pp. 289-305
<p><b>Abstract</b>—Computer augmented reality (CAR) is a rapidly emerging field which enables users to mix real and virtual worlds. Our goal is to provide interactive tools to perform <it>common illumination</it>, i.e., light ...
 
Structured Penumbral Irradiance Computation
Found in: IEEE Transactions on Visualization and Computer Graphics
By George Drettakis, Eugene L. Fiume
Issue Date:December 1996
pp. 299-312
<p><b>Abstract</b>—A definitive understanding of irradiance behavior in penumbral regions has been hard to come by, mainly due to the computational expense of determining the visible parts of an area light source. Consequently, sampling s...
 
Depicting stylized materials with vector shade trees
Found in: ACM Transactions on Graphics (TOG)
By Adrien Bousseau, George Drettakis, Jorge Lopez-Moreno, Maneesh Agrawala, Stefan Popov
Issue Date:July 2013
pp. 1-10
Vector graphics represent images with compact, editable and scalable primitives. Skillful vector artists employ these primitives to produce vivid depictions of material appearance and lighting. However, such stylized imagery often requires building complex...
     
Perception of perspective distortions in image-based rendering
Found in: ACM Transactions on Graphics (TOG)
By Christian Richardt, Emily A. Cooper, Gaurav Chaurasia, George Drettakis, Martin S. Banks, Peter Vangorp
Issue Date:July 2013
pp. 1-12
Image-based rendering (IBR) creates realistic images by enriching simple geometries with photographs, e.g., mapping the photograph of a building façade onto a plane. However, as soon as the viewer moves away from the correct viewpoint, the image in th...
     
Depth synthesis and local warps for plausible image-based navigation
Found in: ACM Transactions on Graphics (TOG)
By Gaurav Chaurasia, George Drettakis, Olga Sorkine-Hornung, Sylvain Duchene
Issue Date:June 2013
pp. 1-12
Modern camera calibration and multiview stereo techniques enable users to smoothly navigate between different views of a scene captured using standard cameras. The underlying automatic 3D reconstruction methods work well for buildings and regular structure...
     
Coherent intrinsic images from photo collections
Found in: ACM Transactions on Graphics (TOG)
By Adrien Bousseau, Frédo Durand, George Drettakis, Pierre-Yves Laffont, Sylvain Paris
Issue Date:November 2012
pp. 1-11
An intrinsic image is a decomposition of a photo into an illumination layer and a reflectance layer, which enables powerful editing such as the alteration of an object's material independently of its illumination. However, decomposing a single photo is hig...
     
Rich intrinsic image decomposition of outdoor scenes from multiple views
Found in: ACM SIGGRAPH 2012 Talks (SIGGRAPH '12)
By Adrien Bousseau, George Drettakis, Pierre-Yves Laffont
Issue Date:August 2012
pp. 1-1
Intrinsic images aim at separating an image into reflectance and illumination layers to facilitate analysis or manipulation. Most successful methods rely on user indications [Bousseau et al. 2009], precise geometry, or need multiple images from the same vi...
     
Rich intrinsic image decomposition of outdoor scenes from multiple views
Found in: ACM SIGGRAPH 2012 Posters (SIGGRAPH '12)
By Adrien Bousseau, George Drettakis, Pierre-Yves Laffont
Issue Date:August 2012
pp. 1-1
Intrinsic images aim at separating an image into reflectance and illumination layers to facilitate analysis or manipulation. Most successful methods rely on user indications [Bousseau et al. 2009], precise geometry, or need multiple images from the same vi...
     
Gabor noise by example
Found in: ACM Transactions on Graphics (TOG)
By Ares Lagae, Bruno Galerne, George Drettakis, Sylvain Lefebvre
Issue Date:July 2012
pp. 1-9
Procedural noise is a fundamental tool in Computer Graphics. However, designing noise patterns is hard. In this paper, we present Gabor noise by example, a method to estimate the parameters of bandwidth-quantized Gabor noise, a procedural noise function th...
     
Filtering solid Gabor noise
Found in: ACM SIGGRAPH 2011 papers (SIGGRAPH '11)
By Ares Lagae, George Drettakis
Issue Date:August 2011
pp. 287-294
Solid noise is a fundamental tool in computer graphics. Surprisingly, no existing noise function supports both high-quality antialiasing and continuity across sharp edges. In this paper we show that a slicing approach is required to preserve continuity acr...
     
Filtering solid Gabor noise
Found in: ACM Transactions on Graphics (TOG)
By Ares Lagae, George Drettakis
Issue Date:July 2011
pp. 1-33
Solid noise is a fundamental tool in computer graphics. Surprisingly, no existing noise function supports both high-quality antialiasing and continuity across sharp edges. In this paper we show that a slicing approach is required to preserve continuity acr...
     
Image-guided weathering: A new approach applied to flow phenomena
Found in: ACM Transactions on Graphics (TOG)
By Carles Bosch, George Drettakis, Holly Rushmeier, Julie Dorsey, Pierre-Yves Laffont
Issue Date:May 2011
pp. 1-13
The simulation of weathered appearance is essential in the realistic modeling of urban environments. A representative and particularly difficult effect to produce on a large scale is the effect of fluid flow. Changes in appearance due to flow are the resul...
     
Bimodal perception of audio-visual material properties for virtual environments
Found in: ACM Transactions on Applied Perception (TAP)
By Clara Suied, George Drettakis, Isabelle Viaud-Delmon, Nicolas Bonneel
Issue Date:January 2010
pp. 1-16
High-quality rendering of both audio and visual material properties is very important in interactive virtual environments, since convincingly rendered materials increase realism and the sense of immersion. We studied how the level of detail of auditory and...
     
Efficient and practical audio-visual rendering for games using crossmodal perception
Found in: Proceedings of the 2009 symposium on Interactive 3D graphics and games (I3D '09)
By David Grelaud, George Drettakis, Manuel Asselot, Michael Wimmer, Nicolas Bonneel
Issue Date:February 2009
pp. 5-6
Interactive applications such as computer games, are inherently audio visual, requiring high-quality rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with physics e...
     
Audiovisual 3d rendering as a tool for multimodal interfaces
Found in: Proceedings of the 10th international conference on Multimodal interfaces (IMCI '08)
By George Drettakis
Issue Date:October 2008
pp. 203-204
In this talk, we will start with a short overview of 3D audiovisual rendering and its applicability to multimodal interfaces. In recent years, we have seen the generalization of 3D applications, ranging from computer games, which involve a high level of re...
     
Fast modal sounds with scalable frequency-domain synthesis
Found in: ACM Transactions on Graphics (TOG)
By Doug James, George Drettakis, Isabelle Viaud-Delmon, Nicolas Bonneel, Nicolas Tsingos
Issue Date:August 2008
pp. 1-49
Audio rendering of impact sounds, such as those caused by falling objects or explosion debris, adds realism to interactive 3D audiovisual applications, and can be convincingly achieved using modal sound synthesis. Unfortunately, mode-based computations can...
     
Progressive perceptual audio rendering of complex scenes
Found in: Proceedings of the 2007 symposium on Interactive 3D graphics and games (SI3D '07)
By David Alloza, George Drettakis, Isabelle Viaud-Delmon, Nicolas Bonneel, Nicolas Tsingos, Thomas Moeck
Issue Date:April 2007
pp. 189-196
Despite recent advances, including sound source clustering and perceptual auditory masking, high quality rendering of complex virtual scenes with thousands of sound sources remains a challenge. Two major bottlenecks appear as the scene complexity increases...
     
Approximate ambient occlusion for trees
Found in: Proceedings of the 2006 symposium on Interactive 3D graphics and games (SI3D '06)
By George Drettakis, Kyle Hegeman, Michael Ashikhmin, Simon Premoze
Issue Date:March 2006
pp. 87-92
Natural scenes contain large amounts of geometry, such as hundreds of thousands or even millions of tree leaves and grass blades. Subtle lighting effects present in such environments usually include a significant amount of occlusion effects and lighting va...
     
Volumetric reconstruction and interactive rendering of trees from photographs
Found in: ACM Transactions on Graphics (TOG)
By Alex Reche, George Drettakis, Ignacio Martin
Issue Date:August 2004
pp. 720-727
Reconstructing and rendering trees is a challenging problem due to the geometric complexity involved, and the inherent difficulties of capture. In this paper we propose a volumetric approach to capture and render trees with relatively sparse foliage. Photo...
     
Perceptual audio rendering of complex virtual environments
Found in: ACM Transactions on Graphics (TOG)
By Emmanuel Gallo, George Drettakis, Nicolas Tsingos
Issue Date:August 2004
pp. 249-258
We propose a real-time 3D audio rendering pipeline for complex virtual scenes containing hundreds of moving sound sources. The approach, based on auditory culling and spatial level-of-detail, can handle more than ten times the number of sources commonly av...
     
Robust epsilon visibility
Found in: Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02)
By Florent Duguet, George Drettakis
Issue Date:July 2002
pp. 581
Analytic visibility algorithms, for example methods which compute a subdivided mesh to represent shadows, are notoriously unrobust and hard to use in practice. We present a new method based on a generalized definition of extremal stabbing lines, which are ...
     
Perspective shadow maps
Found in: Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02)
By George Drettakis, Marc Stamminger
Issue Date:July 2002
pp. 581
Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspe...
     
Visibility driven hierarchical radiosity
Found in: ACM SIGGRAPH 98 Conference abstracts and applications (SIGGRAPH '98)
By Claude Puech, Fredo Durand, George Drettakis
Issue Date:July 1998
pp. 263
This paper describes a physically-based rendering system tailored to the demands of lighting design and architecture. The simulation uses a light-backwards ray-tracing method with extensions to efficiently solve the rendering equation under most conditions...
     
A fast shadow algorithm for area light sources using backprojection
Found in: Proceedings of the 21st annual conference on Computer graphics and interactive techniques (SIGGRAPH '94)
By Eugene Fiume, George Drettakis
Issue Date:July 1994
pp. 223-230
The fast identification of shadow regions due to area light sources is necessary for realistic rendering and for discontinuity meshing for global illumination. A new shadow-determination algorithm is presented that uses a data structure, called a backproje...
     
Robust epsilon visibility
Found in: ACM Transactions on Graphics (TOG)
By Florent Duguet, George Drettakis
Issue Date:January 1991
pp. 230-230
Analytic visibility algorithms, for example methods which compute a subdivided mesh to represent shadows, are notoriously unrobust and hard to use in practice. We present a new method based on a generalized definition of extremal stabbing lines, which are ...
     
Perspective shadow maps
Found in: ACM Transactions on Graphics (TOG)
By George Drettakis, Marc Stamminger
Issue Date:January 1991
pp. 230-230
Shadow maps are probably the most widely used means for the generation of shadows, despite their well known aliasing problems. In this paper we introduce perspective shadow maps, which are generated in normalized device coordinate space, i.e., after perspe...
     
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