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Rendering Techniques ’98

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Cover of 'Rendering Techniques ’98'

Table of Contents

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    Book Overview
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    Chapter 1 Light Scattering Models for The Realistic Rendering of Natural Scenes
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    Chapter 2 A New Change of Variables for Efficient BRDF Representation
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    Chapter 3 Approximating Reflectance Functions using Neural Networks
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    Chapter 4 A new Form Factor Analogy and its Application to Stochastic Global Illumination Algorithms
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    Chapter 5 An ambient light illumination model
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    Chapter 6 Computing the Approximate Visibility Map, with Applications to Form Factors and Discontinuity Meshing
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    Chapter 7 Ray Tracing of Subdivision Surfaces
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    Chapter 8 Acquiring Input for Rendering at Appropriate Levels of Detail: Digitizing a Pietà
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    Chapter 9 Interactively Modeling with Photogrammetry
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    Chapter 10 Efficient View-Dependent Image-Based Rendering with Projective Texture-Mapping
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    Chapter 11 Uniformly Sampled Light Fields
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    Chapter 12 Forward Shadow Mapping
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    Chapter 13 Efficient Image Generation for Multiprojector and Multisurface Displays
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    Chapter 14 Per-Object Image Warping with Layered Impostors
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    Chapter 15 Interactive Volumetric Textures
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    Chapter 16 Efficiently Rendering Macro Geometric Surface Structures with Bi-Directional Texture Functions
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    Chapter 17 Point Sample Rendering
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    Chapter 18 Rendering hyper-sprites in real time
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    Chapter 19 Automatic Calculation of Soft Shadow Textures for Fast, High Quality Radiosity
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    Chapter 20 Three Point Clustering for Radiance Computations
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    Chapter 21 The Visible Differences Predictor: applications to global illumination problems
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    Chapter 22 Fidelity of Graphics Reconstructions: A Psychophysical Investigation
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    Chapter 23 Global Ray-bundle Tracing with Hardware Acceleration
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    Chapter 24 Hierarchical Monte Carlo Radiosity
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    Chapter 25 Importance Driven Construction of Photon Maps
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    Chapter 26 Lazy decompression of surface light fields for precomputed global illumination
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    Chapter 27 Canned Lightsources
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    Chapter 28 Image-Based Rendering for Non-Diffuse Synthetic Scenes
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    Chapter 29 Photosurrealism
Attention for Chapter 26: Lazy decompression of surface light fields for precomputed global illumination
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Chapter title
Lazy decompression of surface light fields for precomputed global illumination
Chapter number 26
Book title
Rendering Techniques ’98
Published by
Springer, Vienna, January 1998
DOI 10.1007/978-3-7091-6453-2_26
Book ISBNs
978-3-21-183213-4, 978-3-70-916453-2
Authors

Gavin Miller, Steven Rubin, Dulce Ponceleon, Miller, Gavin, Rubin, Steven, Ponceleon, Dulce

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 36 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
France 2 6%
Germany 1 3%
Austria 1 3%
United Kingdom 1 3%
United States 1 3%
Unknown 30 83%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 12 33%
Researcher 9 25%
Student > Master 5 14%
Professor > Associate Professor 4 11%
Professor 2 6%
Other 1 3%
Unknown 3 8%
Readers by discipline Count As %
Computer Science 23 64%
Engineering 8 22%
Physics and Astronomy 1 3%
Mathematics 1 3%
Unknown 3 8%