35-Issue 2
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Browsing 35-Issue 2 by Subject "and texture"
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Item Compressed Multiresolution Hierarchies for High-Quality Precomputed Shadows(The Eurographics Association and John Wiley & Sons Ltd., 2016) Scandolo, Leonardo; Bauszat, Pablo; Eisemann, Elmar; Joaquim Jorge and Ming LinThe quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high-resolution shadow maps based on precomputed multiresolution hierarchies. Traditional multiresolution trees can compactly represent homogeneous regions of shadow maps at coarser levels, but require many nodes for fine details. By conservatively adapting the depth map, we can significantly reduce the tree complexity. Our proposed method offers high compression rates, avoids quantization errors, exploits coherency along all data dimensions, and is well-suited for GPU architectures. Our approach can be applied for coherent shadow maps as well, enabling several applications, including high-quality soft shadows and dynamic lights moving on fixed-trajectories.Item Near-Instant Capture of High-Resolution Facial Geometry and Reflectance(The Eurographics Association and John Wiley & Sons Ltd., 2016) Fyffe, Graham; Graham, Paul; Tunwattanapong, Borom; Ghosh, Abhijeet; Debevec, Paul; Joaquim Jorge and Ming LinWe present a near-instant method for acquiring facial geometry and reflectance using a set of commodity DSLR cameras and flashes. Our setup consists of twenty-four cameras and six flashes which are fired in rapid succession with subsets of the cameras. Each camera records only a single photograph and the total capture time is less than the 67ms blink reflex. The cameras and flashes are specially arranged to produce an even distribution of specular highlights on the face. We employ this set of acquired images to estimate diffuse color, specular intensity, specular exponent, and surface orientation at each point on the face. We further refine the facial base geometry obtained from multi-view stereo using estimated diffuse and specular photometric information. This allows final submillimeter surface mesostructure detail to be obtained via shape-from-specularity. The final system uses commodity components and produces models suitable for authoring high-quality digital human characters.