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hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
hal.structure.identifierLaboratoire Bordelais de Recherche en Informatique [LaBRI]
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
dc.contributor.authorMELLADO, Nicolas
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
hal.structure.identifierLaboratoire Bordelais de Recherche en Informatique [LaBRI]
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
dc.contributor.authorBARLA, Pascal
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
hal.structure.identifierLaboratoire Bordelais de Recherche en Informatique [LaBRI]
hal.structure.identifierLaboratoire Photonique, Numérique et Nanosciences [LP2N]
dc.contributor.authorGUENNEBAUD, Gael
hal.structure.identifierMelting the frontiers between Light, Shape and Matter [MANAO]
hal.structure.identifierLaboratoire Bordelais de Recherche en Informatique [LaBRI]
dc.contributor.authorREUTER, Patrick
hal.structure.identifierLuxology
dc.contributor.authorDUQUESNE, Gregory
dc.date.accessioned2023-05-12T10:23:56Z
dc.date.available2023-05-12T10:23:56Z
dc.date.issued2013-08
dc.date.conference2013-08
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/181198
dc.description.abstractEnCurvature is commonly employed for enhancing details in textured 3D models, or to modulate shading at the rendering or compositing stage. However, existing methods that compute curvature in object space rely on mesh-based surfaces and work at the vertex level. Consequently, they are not well adapted to production-quality models that rely on either subdivision surfaces with displacement and bump maps, or on implicit and procedural representations. In practice they would require a view-dependent scene discretization at each frame, to adapt geometry to visible details and avoid aliasing artifacts. Our approach is independent of both scene complexity and the choice of surface representations since it computes mean curvature from scratch at each frame in screen-space. It works without any pre-process and provides a controllable screen-space scale parameter, which makes it ideal for production requirements, either during rendering or compositing.
dc.language.isoen
dc.publisherACM New York
dc.subject.encurvature
dc.subject.enray-tracing
dc.subject.enshading
dc.subject.enscreen-space
dc.title.enScreen-Space Curvature for Production-Quality Rendering and Compositing
dc.typeCommunication dans un congrès avec actes
dc.subject.halInformatique [cs]/Synthèse d'image et réalité virtuelle [cs.GR]
bordeaux.hal.laboratoriesLaboratoire Photonique, Numérique et Nanosciences (LP2N) - UMR 5298*
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionCNRS
bordeaux.countryUS
bordeaux.title.proceedingSIGGRAPH Talk Program
bordeaux.conference.cityAnaheim
bordeaux.peerReviewedoui
hal.identifierhal-00813560
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-00813560v1
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.date=2013-08&rft.au=MELLADO,%20Nicolas&BARLA,%20Pascal&GUENNEBAUD,%20Gael&REUTER,%20Patrick&DUQUESNE,%20Gregory&rft.genre=proceeding


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