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NEYRET F.: Modeling animating and rendering complex scenes using volumetric textures. IEEE Transactions on Visualization and Computer Graphics 4, 1 (Jan.--Mar. 1998). 3

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Dynamic Light Textures - Brooks   (Correct)

....algorithms, actually increase as the subject decreases in screen size. For example, in the work 10 presented in Anjyo et al. in 1992, the scenes contained 50,000 or more individual hair strands with only moderately convincing appearance. Alternatively, volumetric techniques such as those found in [Kaji89, Meye98 and Neyr98] produce more visually convincing results under certain conditions. These techniques proceed to address the illumination and rendering of hairs by pre computing a volume texel which is tiled across a surface. Hair geometry is rasterized into this texel and final rendering is accomplished using ....

....on which the rendering was benchmarked varies significantly, as does the quality of results, and, possibly, image size. 56 Stage Significant Quantities System 3D Texels [Kaji89] 2 h frame 16 cpu IBM 3090 mainframe Cellular Textures [Flei95] many hours Unknown Volumetric Textures [Neyr98] (10 min to 1h) frame SGI Indy Interactive Volumetric Textures [Neyr98] 2.5 frames sec SGI O2 with hardware acceleration Table 6: Comparison of Complex Surface Methods 57 6 Conclusions and Future Work 6.1 Conclusions Light textures inherit most of the advantages and disadvantages of light ....

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Fabrice Neyret. "Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures." In IEEE Transactions on Visualization and Computer Graphics, volume 4(1), pages 55-70. IEEE Computer Society, January 1998.


Multiview Texture Models - Zalesny, Van Gool (2001)   (Correct)

....recognition and texture reproduction [12] We propose a texture model that also takes example images of different viewing conditions as input and that can be used to generate more of the same texture, including the 3D effects. In contrast to relief textures [14] and volumetric textures (e.g. [13]) no input on 3D geometry is required in order to generate the multiview texture model. Also no correspondence search for parallax computations is required [3] The point of departure is a texture model for a single view that has the advantage that it can be elegantly generalized to a multiview ....

F. Neyret, "Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures", IEEE Trans. Visualization and Computer Graphics, Vol.4, No.1, Jan - March 1998, pp. 55-70.


Multiscale Shaders for the Efficient Realistic Rendering of.. - Meyer, Neyret (2000)   (1 citation)  Self-citation (Neyret)   (Correct)

....models are also named shaders. in the scope of fur rendering. A shader (i.e. a local illumination model) is derived to integrate the light reflected on hairs represented by cylinders. This cylinder shader has been improved in [8] and Neyret has extended the volumetric textures representation in [14, 15] by introducing a shader able to integrate at one scale the shaders representing a thinner scale. Contrary to the models of surface details, most of the 3D models presented above fail to address analytically the visibility of the details from the viewer or from the light. For instance the ....

Fabrice Neyret. Modeling animating and rendering complex scenes using volumetric textures. IEEE Transactions on Visualization and Computer Graphics, 4(1), January--March 1998. ISSN 1077-2626.


Interactive Volumetric Textures - Meyer, Neyret (1998)   (11 citations)  Self-citation (Neyret)   (Correct)

....A means to do efficient rendering with few aliasing artifacts is thus to use a representation that refers to the minimum amount of information that is sufficient to reproduce what can be seen. 1. 1 Related work Volumetric textures, introduced in 1989 by Kajiya and Kay [4] and extended by us [8, 9], consider three different embedded scales to represent the information (see figure 1) large shape variations such as the surface of a hill or an animal skin are encoded using a regular surface mesh, the medium scale such as grass or skin, which is concentrated in the neighborhood of this ....

....hardware can deal with textures and transparency at no extra cost, rendering cost is now only proportional to the number of slices. 1.2 Overview This paper presents a method for interactive rendering of complex repetitive geometry. The idea is to adapt the volumetric textures presented above [8, 9] to Z buffer graphics hardware, using the same sort of approach that was used for volume rendering by Lacroute and Levoy [5] We thus expect to obtain the same kind of complex scene as the first, with the same kind of interactiveness as the second. Contrary to volume rendering the size of the ....

[Article contains additional citation context not shown here]

Fabrice Neyret. Modeling animating and rendering complex scenes using volumetric textures. IEEE Transactions on Visualization and Computer Graphics, 4(1), January--March 1998. ISSN 1077-2626.


Painting Folds using Expansion Textures - Combaz, Neyret (2002)   (1 citation)  Self-citation (Neyret)   (Correct)

.... biological patterns [14, 31, 27] The second aspect, i.e. the way to represent the details, may involve: polygonal meshes and other 3D surface encodings, displacement maps, i.e. texture encoded relief that can be translated into geometry at rendering time [29, 15] volumetric textures [17, 18] and hypertextures [21] encoding the details on a non surfacic way, bump maps [4] which fake geometry by modifying the shading of the surfaces. Transition between these representations are defined in [3, 6] The idea of simulating growth has been introduced in the scope of biological objects ....

F. Neyret. Modeling animating and rendering complex scenes using volumetric textures. IEEE Transactions on Visualization and Computer Graphics, 4(1):55--70, Jan.--Mar. 1998. ISSN 1077-2626.


Forest Scenes in Real-Time - Decaudin, Neyret (2004)   (Correct)

No context found.

NEYRET F.: Modeling animating and rendering complex scenes using volumetric textures. IEEE Transactions on Visualization and Computer Graphics 4, 1 (Jan.--Mar. 1998). 3


Interactive Sampling and Rendering for - Complex And Procedural (2001)   (Correct)

No context found.

F. Neyret. Modeling animating and rendering complex scenes using volumetric textures. IEEE Trans. on Visualization and Computer Graphics, 4(1), January--March 1998.


Rendering Forest Scenes in Real-Time - Decaudin, Neyret (2004)   (Correct)

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NEYRET F.: Modeling animating and rendering complex scenes using volumetric textures. IEEE Transactions on Visualization and Computer Graphics 4, 1 (Jan.--Mar. 1998). 3

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