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        "title": "Real-Time Rendering and Animation of Vegetation",
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        "abstract": "Vegetation in all its different forms is almost\nalways part of a scenery, be it fully natural or urban. Even in\ncompletely cultivated areas or indoor scenes, though not very\ndominant, potted plants or alley trees and patches of grass\nare usually part of a surrounding. Rendering and animating\nvegetation is substantially different from rendering and animating\ngeometry with less geometric complexity such as houses,\nmanufactured products or other objects consisting of largely\nconnected surfaces.\nIn this paper we will discuss several challenges posed by\nvegetation in real-time applications such as computer games\nand virtual reality applications and show efficient solutions to\nthe problems.",
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        "booktitle": "14th International Conference on System Theory and Control      (Joint conference of SINTES14, SACCS10, SIMSIS14)",
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        "title": "Physically Guided Animation of Trees",
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        "abstract": "This paper presents a new method to animate the interaction of a tree with wind both realistically and in real time. The main idea is to combine statistical observations with physical properties in two major parts of tree animation. First, the interaction of a single branch with the forces applied to it is approximated by a novel efficient two step nonlinear deformation method, allowing arbitrary continuous deformations and circumventing the need to segment a branch to model its deformation behavior.\nSecond, the interaction of wind with the dynamic system representing a tree is statistically\nmodeled. By precomputing the response function of branches to turbulent wind in frequency\nspace, the motion of a branch can be synthesized efficiently by sampling a 2D motion texture.\n\nUsing a hierarchical form of vertex displacement, both methods can be combined in a single vertex shader, fully leveraging the power of modern GPUs\nto realistically animate thousands of branches and ten thousands of leaves at practically no cost.",
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        "title": "Real-time Indirect Illumination and Soft Shadows in Dynamic Scenes Using Spherical Lights",
        "date": "2008-10",
        "abstract": "We present a method for rendering approximate soft shadows and diffuse indirect illumination in dynamic scenes.\nThe proposed method approximates the original scene geometry with a set of tightly fitting spheres. In previous\nwork, such spheres have been used to dynamically evaluate the visibility function to render soft shadows. In this\npaper, each sphere also acts as a low-frequency secondary light source, thereby providing diffuse one-bounce\nindirect illumination. The method is completely dynamic and proceeds in two passes: In a first pass, the light\nintensity distribution on each sphere is updated based on sample points on the corresponding object surface and\nconverted into the spherical harmonics basis. In a second pass, this radiance information and the visibility are\naccumulated to shade final image pixels. The sphere approximation allows us to compute visibility and diffuse\nreflections of an object at interactive frame rates of over 20 fps for moderately complex scenes.",
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        "title": "Evaluation of HDR Tone Mapping Methods Using Essential Perceptual Attributes",
        "date": "2008-06",
        "abstract": "The problem of reproducing high dynamic range images on devices with restricted dynamic range has gained a lot of interest in the computer graphics community. There exist various approaches to this issue, which span several research areas including computer graphics, image processing, color vision, physiological aspects, etc. These approaches assume a thorough knowledge of both the objective and subjective attributes of an image. However, no comprehensive overview and analysis of such attributes has been published so far.\n\nIn this contribution, we present an overview about the effects of basic image attributes in HDR tone mapping. Furthermore, we propose a scheme of relationships between these attributes, leading to the definition of an overall image quality measure. We present results of subjective psychophysical experiments that we have performed to prove the proposed relationship scheme. Moreover, we also present an evaluation of existing tone mapping methods (operators) with regard to these attributes. Finally, the execution of with-reference and without a real reference perceptual experiments gave us the opportunity to relate the obtained subjective results.\n\nOur effort is not just useful to get into the tone mapping field or when implementing a tone mapping method, but it also sets the stage for well-founded quality comparisons between tone mapping methods. By providing good definitions of the different attributes, user-driven or fully automatic comparisons are made possible.\n",
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        "title": "Efficient Spherical Harmonics Lighting with the Preetham Skylight Model",
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        "id": "Habel_2007_RTT",
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        "tu_id": null,
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        "title": "Physically Based Real-Time Translucency for Leaves",
        "date": "2007-06",
        "abstract": "This paper presents a new shading model for real-time rendering of plant leaves that reproduces all important attributes of a leaf and allows for a large number of leaves to be shaded. In particular, we use a physically based model for accurate subsurface scattering on the translucent side of directly lit leaves. For real-time rendering of this model, we formulate it as an image convolution process and express the result in an efficient directional basis that is fast to evaluate. We also propose a data  acquisition method for leaves that uses off-the-shelf devices.",
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        "title": "Interactive Smooth and Curved Shell Mapping",
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        "abstract": "Shell mapping is a technique to represent three-dimensional surface details. This is achieved by extruding the triangles of an existing mesh along their normals, and mapping a 3D function (e.g., a 3D texture) into the resulting\nprisms. Unfortunately, such a mapping is nonlinear. Previous approaches perform a piece-wise linear approximation\nby subdividing the prisms into tetrahedrons. However, such an approximation often leads to severe artifacts.\nIn this paper we present a correct (i.e., smooth) mapping that does not rely on a decomposition into tetrahedrons. We present an efficient GPU ray casting algorithm which provides correct parallax, self-occlusion, and silhouettes, at the cost of longer rendering times. The new formulation also allows modeling shells with smooth curvatures using Coons patches within the prisms. Tangent continuity between adjacent prisms is guaranteed, while the\nmapping itself remains local, i.e. every curved prism content is modeled at runtime in the GPU without the need\nfor any precomputation. This allows instantly replacing animated triangular meshes with prism-based shells.",
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    {
        "id": "Habel_2007_IAG",
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        "title": "Instant Animated Grass",
        "date": "2007-01",
        "abstract": "This paper introduces a technique for rendering animated grass in real time. The technique uses front-to-back compositing of implicitly defined grass slices in a fragment shader and therefore significantly reduces the overhead associated with common vegetation rendering systems. We also introduce a texture-based animation scheme that combines global wind movements with local turbulences. Since the technique is confined to a fragment shader, it can be easily integrated into any rendering system and used as a material in existing scenes. ",
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        "date_from": "2007-01-29",
        "date_to": "2007-02-02",
        "event": "WSCG",
        "issn": "1213-6972",
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        "location": "Plzen, CZ",
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