Light Factorization for Mixed-Frequency Shadows in Augmented Reality
We focus on the latter of these problems and present an approach that captures and factorizes external lighting in a manner that allows for realistic relighting of both animated and static virtual objects.
The Shading Probe: Fast Appearance Acquisition for Mobile AR
We design a novel light probe and exploit its structure to permit an efficient reformulation of the rendering equation that is suitable for fast shading on mobile devices.
Survey of Texture Mapping Techniques for Representing and Rendering Volumetric Mesostructure
In this survey, we review the developments of algorithms and techniques for representing volumetric mesostructure as texture-mapped detail.
Efficient Rasterization for Edge-Based 3D Object Tracking on Mobile Devices
Augmented reality applications on hand-held devices suffer from the limited available processing power. While methods to detect the location of artificially textured markers within the scene are commonly used, geometric properties of three-dimensional objects are rarely exploited for object tracking.
Stereohaptics: A Haptic Interaction Toolkit for Tangible Virtual Experiences
We propose “Stereohaptics”, a framework to create, record, modify, and playback rich and dynamic haptic media using audio based tools.
Runtime Implementation of Modular Radiance Transfer
This talk complements a technical paper and focuses on implementation issues, including how our run time is designed to scale across many different platforms, from iPhones to modern GPUs.
Iterative Image Warping
We analyze the behavior of the iteration and describe two alternative algorithms designed to suit different performance requirements
Real-Time Variable Rigidity Texture Mapping
In this paper, we introduce a technique that preserves the appearance of heterogeneous elasticity textures mapped on deforming surfaces by calculating dense, content-aware parameterisation warps in realtime.
Modular Radiance Transfer
Modular Radiance Transfer (MRT) models coarse-scale, distant indirect lighting effects in scene geometry that scales from high-end GPUs to low-end mobile platforms. MRT eliminates scene dependent precomputation by storing compact transport on simple shapes, akin to bounce cards used in film production.
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