نتایج جستجو برای: lighting and texture

تعداد نتایج: 16835455  

2000
Mark J. Kilgard

Bump mapping is a normal-perturbation rendering technique for simulating lighting effects caused by patterned irregularities on otherwise locally smooth surfaces. By encoding such surface patterns in texture maps, texture-based bump mapping simulates a surface’s irregular lighting appearance without modeling the patterns as true geometric perturbations to the surface. Bump mapping is advantageo...

2013
P. Kalaiselvi S. Nithya

Making recognition more reliable under uncontrolled lighting conditions is one of the most important challenges for practical face recognition systems. Other recognition systems don’t nullify most of the lighting variations. We tackle this by combining the strengths of robust illumination normalization, local texture-based face representations, distance transform based matching and kernel based...

2003
Etienne Beauchesne Sébastien Roy

This paper presents a new method to correct overlapping textures of a single 3D model where each texture was obtained under possibly different lighting conditions and color response of the camera. This situation arises frequently when a single object is digitized using multiple 3D scanners. Our goal is to remove any visible seam and improve color consistency between the textures in order to mer...

2000
Ziyad S. Hakura Jed Lengyel John M. Snyder

We generalize image-based rendering by exploiting texture-mapping graphics hardware to decompress ray-traced “animations”. Rather than 1D time, our animations are parameterized by two or more arbitrary variables representing view/lighting changes and rigid object motions. To best match the graphics hardware rendering to the input ray-traced imagery, we describe a novel method to infer parameter...

2001
Ian Curington

A method of using a dynamic texture map on 3D polylines to represent field streamlines is described, for the purpose of visualizing continuous fluid dynamics fields. The method combines stream lines and particle animation into one hybrid technique, and employs texture display on lines to represent full 3D lighting, motion and 3D flow structure in one view. The technique exploits texture graphic...

Journal: :Comput. Graph. Forum 2017
Yang Zhou Huajie Shi Dani Lischinski Minglun Gong Johannes Kopf Hui Huang

Many interesting real-world textures are inhomogeneous and/or anisotropic. An inhomogeneous texture is one where various visual properties exhibit significant changes across the texture’s spatial domain. Examples include perceptible changes in surface color, lighting, local texture pattern and/or its apparent scale, and weathering effects, which may vary abruptly, or in a continuous fashion. An...

2011
Anna Hilsmann David C. Schneider Peter Eisert

Retexturing is the process of realistically replacing the texture of an object or surface in a given image by a new, synthetic one, such that texture distortion as well as lighting conditions of the original image are preserved. The key challenge is to separate the shading information from the actual local texture and to retrieve the texture distortion from an image without any knowledge of the...

Journal: :J. Graphics, GPU, & Game Tools 1997
Ronen Barzel

Lighting is an essential component of visually rich cinematographic images. However, the common computer graphics light source models, such as a coneshaped spotlight, are not versatile enough for cinematographic-quality lighting. In this paper we describe the controls and features of a light source model for lighting computer graphics films. The model is based on generalized light cones, emphas...

2014
Michael Weinmann Juergen Gall Reinhard Klein

To cope with the richness in appearance variation found in real-world data under natural illumination, we propose to synthesize training data capturing these variations for material classification. Using synthetic training data created from separately acquired material and illumination characteristics allows to overcome the problems of existing material databases which only include a tiny fract...

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