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Cubism, pioneered by Pablo Picasso and Georges Braque, was a breakthrough in art, influencing artists to abandon existing traditions. In this paper, we present a novel approach for cubist rendering of 3D synthetic environments. Rather than merely imitating ...
State-of-the-art density estimation methods for rendering participating media rely on a dense photon representation of the radiance distribution within a scene. A critical bottleneck of such kernel-based approaches is the excessive number of photons that a ...
Woven fabrics have a wide range of appearance determined by their small-scale 3D structure. Accurately modeling this structural detail can produce highly realistic renderings of fabrics and is critical for predictive rendering of fabric appearance. But bui ...
We present a real-time interactive 3D scanning system that allows users to scan complete object geometry by turning the object around in front of a real-time 3D range scanner. The incoming 3D surface patches are registered and integrated into an online 3D ...
We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian ker ...
Achieving efficient scalable parallel rendering for interactive visualization applications on medium-sized graphics clusters remains a challenging problem. Framerates of up to 60hz require a carefully designed and fine-tuned parallel rendering implementation ...
Reconstructing objects in three dimensions (3D) has always been one of the primary tasks in the domain of computer graphics (CG). Succeeding in this task in real-time, including texture reconstruction, and with very low-cost hardware is the challenge prese ...
Texture and depth maps of two neighboring camera viewpoints are typically required for synthesis of an intermediate virtual view via depth-image-based rendering (DIBR). However, the bitrate overhead required for reconstruction ofmultiple texture and depth ...
The computation of caustics created by reflection or refraction of light is a well-studied problem in computer graphics. This paper investigates the inverse problem: Given a greyscale intensity image, find the shape of a surface that will cast a caustic th ...
Parallel rendering of large polygonal models with transparency is challenging due to the need for alpha-correct blending and compositing, which is costly for very large models with high depth complexity and spatial overlap. In this paper we compare the per ...