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Graphics

In this subdiscipline: 40,319 papers

Discipline summary

Computer graphics are graphics created using computers and, more generally, the representation and manipulation of image data by a computer with help from specialized software and hardware. The development of computer graphics has made computers easier to interact with, and better for understanding and interpreting many types of data. Developments in computer graphics have had a profound impact on many types of media and have revolutionized animation, movies and the video game industry.

Popular papers

  1. This paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games. We use lattices and spherical harmonics to represent the spatial and angular distribution…
  2. Using generic interpolation machinery based on solving Poisson equations, a variety of novel tools are introduced for seamless editing of image regions. The first set of tools permits the seamless importation of both opaque and transparent source…
  3. Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
  4. This paper aims to present a review of recent as well as classic image registration methods. Image registration is the process of overlaying images (two or more) of the same scene taken at different times, from different viewpoints, and/or by…
  5. In this paper we examine the possibilities of using voxel representations as a generic way for expressing complex and feature-rich geometry on current and future GPUs. We present in detail a compact data structure for storing voxels and an efficient…
  6. We propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels. Our solution is based on an adaptive data representation depend- ing on the…
  7. This paper introduces a simple model for subsurface light transport in translucent materials. The model enables efficient simulation of effects that BRDF models cannot capture, such as color bleeding within materials and diffusion of light across…
  8. Physically plausible illumination at real-time framerates is often achieved using approximations. One popular example is ambient occlusion (AO), for which very simple and efficient implementations are used extensively in production. Recent methods…
  9. We present an integral equation which generalizes a variety of known rendering algorithms. In the course of discussing a monte carlo solution we also present a new form of variance reduction, called Hierarchical sampling and give a number of…
  10. This paper introduces a simple and robust progressive global illumination algorithm based on photon mapping. Progressive photon mapping is a multi-pass algorithm where the first pass is ray tracing followed by any number of photon tracing passes.…

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  1. Tommaso Urli
    Researcher (at an Academic Institution)
    DIEGM, Università di Udine - University of Udine