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J. Dorsey, J. Arvo, and D. Greenberg, "Interactive design of complex time dependent lighting," IEEE Computer Graphics and Applications, vol. 15, pp. 26--36, March 1996.

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Calibration-Free Augmented Reality - Kutulakos, Vallino (1998)   (22 citations)  (Correct)

....that require metric information (e.g. angle measurements for lighting calculations) are not directly supported. In principle, image based methods for shading affine virtual objects can provide a solution to this problem by linearly combining multiple a priori stored shaded images of these objects [61 63]. Complete reliance on the live video stream to extract the information required for merging graphics and video implies that the approach is inherently limited by the accuracy, speed, and robustness of point and region tracking [16] Significant changes in the camera s position inevitably lead to ....

J. Dorsey, J. Arvo, and D. Greenberg, "Interactive design of complex time dependent lighting," IEEE Computer Graphics and Applications, vol. 15, pp. 26--36, March 1996.


Environment Matting and Compositing - Zongker, Werner, Curless, Salesin (1999)   (15 citations)  (Correct)

....compositing method does not account for reflections, refractions, or colored transparency. Gershbein [12] augments pixels with depth, surface normal, and shading parameters and then performs per pixel shading calculations for light sources that can be moved at interactive rates. Dorsey et al. [10] render a scene under various lighting conditions and then synthesize a new image by taking a linear combination of the ren derings. In effect, they store at each pixel the contributions from a set of light sources. Similarly, Nimeroff et al. 19] compute linear combinations of images that have ....

Julie Dorsey, James Arvo, and Donald Greenberg. Interactive design of complex time dependent lighting. IEEE Computer Graphics and Applications, 15(2):26-- 36, March 1995.


Pipeline Rendering: Interaction And Realism Through.. - Diefenbach (1996)   (10 citations)  (Correct)

....than other two pass methods [WCG87] PSV90] in that the global direct component is not incorporated in the first pass solution and the indirect component is not as affected by moving geometry. The addition of the radiosity contribution readily occurs in image space as demonstrated by Dorsey et al. DAG95] This method, however, can prove more complicated if specular surfaces are present. The radiosity image typically will not contain secondary images as in a mirrored image, and therefore the entire image cannot be added to the pipeline rendering image. This region needs to be first masked to ....

J. Dorsey, J. Arvo, and D. Greenberg. Interactive design of complex time-dependent lighting. IEEE Computer Graphics and Applications, 15(2):26--36, March 1995.


Efficient Linear Re-rendering for Interactive Lighting Design - Teo, Simoncelli, Heeger (1997)   (4 citations)  (Correct)

....often tremendously complicated, and in such cases these techniques are not fast enough to permit the interactive modification of lighting specifications. A recently developed alternative approach is to re render the images as linear combinations of a fixed set of previously rendered basis images [8, 17, 6, 7]. The validity of this approach rests on a fundamental property of graphical rendering: linearity with respect to light source intensities [3, 12] Specifically, rendering obeys the principle of superposition: 1) multiplying the intensity of the light source by an arbitrary factor scales the ....

J Dorsey, J Arvo, and D Greenberg. Interactive design of complex time-dependent lighting. IEEE Computer Graphics and Applications, 15(2):26--36, 1995.


Implementation and Analysis of an Image-Based Global.. - Nimeroff, Dorsey.. (1996)   (9 citations)  Self-citation (Dorsey)   (Correct)

No context found.

J. Dorsey, J. Arvo, and D. Greenberg. Interactive design of complex time-dependent lighting. IEEE Computer Graphics and Applications, 15(2):26--36, March 1995.


A Framework for Global Illumination in Animated Environments - Nimeroff, Dorsey, Rushmeier (1995)   (3 citations)  Self-citation (Dorsey)   (Correct)

No context found.

J. Dorsey, J. Arvo, and D. Greenberg. Interactive design of complex time-dependent lighting. IEEE Computer Graphics and Applications, 15(2):26--36, March 1995.


Inverse Lighting for Photography - Stephen Marschner Donald (1997)   (17 citations)  Self-citation (Greenberg)   (Correct)

....One application is lighting design [10, 7] in which a configuration of lights is computed from a specification of desired illumination. Other uses of the linearity of rendering include representing the phases of sunlight using basis images [8] and work involving lighting design for opera [3] and real time building walkthroughs [1] 2. Inverse Lighting The problem of inverse lighting can be stated as follows: given a photograph of an object, a 3D model of that object (including its reflectance) and a description of the camera, determine the incident light distribution. We simplify ....

J. Dorsey, J. Arvo, and D. Greenberg. Interactive design of complex time dependent lighting. IEEE Computer Graphics and Applications, 15(2):26--36, March 1995.


Rendering Spaces for Architectural Environments - Nimeroff (1994)   (1 citation)  Self-citation (Dorsey)   (Correct)

....global illumination algorithms. Although global illumination techniques [Cohen and Wallace, 1993, Kajiya, 1986, Kajiya, 1990] can produce highly realistic simulations of virtual environments, these algorithms are difficult to use for architectural design [Airey et al. 1990, Dorsey et al. 1991, Dorsey et al. 1995] Currently, a designer begins with a geometric model, positions the lights, assigns their colors and intensity distributions, and finally computes a solution. This iterative process is repeated until the designer finds an appropriate solution; often it requires many iterations to arrive at the ....

....ratios of the lights, until later. 6 4 Linearity of Illumination Effects If one is willing to discount physical and quantum optics and work with static scene geometries, the rendering operation is linear with respect to illumination (n D vector of light sources, or radiances) Busbridge, 1960, Dorsey et al. 1995, Kajiya, 1986] For our formulation, the rendering operator R takes an illumination description L#u# (parameterized by illumination direction u) and a scene geometry G: R#L#u#;G# I: #1# Since the geometry G is fixed, an individual rendering operator can be thought of as existing for each ....

Dorsey, J., Arvo, J., and Greenberg, D. (1995). Interactive design of complex time-dependent lighting. To appear in IEEE Computer Graphics and Applications.


Efficient Re-rendering of Naturally Illuminated Environments - Nimeroff (1994)   (29 citations)  Self-citation (Dorsey)   (Correct)

....rendering operator can be thought of as existing for each chosen geometry. We denote this operator as: RG (L( u) I : 2) If one is willing to discount physical and quantum optics and work with static scene geometries, the rendering operation is linear with respect to the illumination [11, 8, 4] operator. More specifically, rendering obeys the rules of superposition: the image resulting from an additive combination of two illuminants is just the sum of the images resulting from each of the illuminants independently, multiplying the intensity of the illumination sources by a ....

Julie Dorsey, James Arvo, and Donald Greenberg. Interactive design of complex timedependent lighting. Submitted for publication, 1994.


A Framework for Global Illumination in Animated Environments - Nimeroff, Dorsey, Rushmeier (1995)   (3 citations)  Self-citation (Dorsey)   (Correct)

No context found.

J. Dorsey, J. Arvo, and D. Greenberg. Interactive design of complex time-dependent lighting. IEEE Computer Graphics and Applications, 15(2):26--36, March 1995.


Efficient Re-rendering of Naturally Illuminated Environments - Jeffry Nimeroff (1994)   (29 citations)  Self-citation (Dorsey)   (Correct)

....rendering operator can be thought of as existing for each chosen geometry. We denote this operator as: RG (L( u) I : 2) If one is willing to discount physical and quantum optics and work with static scene geometries, the rendering operation is linear with respect to the illumination [11, 8, 4] operator. More specifically, rendering obeys the rules of superposition: the image resulting from an additive combination of two illuminants is just the sum of the images resulting from each of the illuminants independently, multiplying the intensity of the illumination sources by a ....

Julie Dorsey, James Arvo, and Donald Greenberg. Interactive design of complex timedependent lighting. Submitted for publication, 1994.


Rendering Spaces for Architectural Environments - Jeffry Nimeroff (1994)   (1 citation)  Self-citation (Dorsey)   (Correct)

....global illumination algorithms. Although global illumination techniques [Cohen and Wallace, 1993, Kajiya, 1986, Kajiya, 1990] can produce highly realistic simulations of virtual environments, these algorithms are difficult to use for architectural design [Airey et al. 1990, Dorsey et al. 1991, Dorsey et al. 1995] Currently, a designer begins with a geometric model, positions the lights, assigns their colors and intensity distributions, and finally computes a solution. This iterative process is repeated until the designer finds an appropriate solution; often it requires many iterations to arrive at the ....

....ratios of the lights, until later. 4 Linearity of Illumination Effects If one is willing to discount physical and quantum optics and work with static scene geometries, the rendering operation is linear with respect to illumination (n D vector of light sources, or radiances) Busbridge, 1960, Dorsey et al. 1995, Kajiya, 1986] For our formulation, the rendering operator R takes an illumination description L(u) parameterized by illumination direction u) and a scene geometry G: R(L(u) G) I: 1) Since the geometry G is fixed, an individual rendering operator can be thought of as existing for each ....

Dorsey, J., Arvo, J., and Greenberg, D. (1995). Interactive design of complex time-dependent lighting. To appear in IEEE Computer Graphics and Applications.

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