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	<title>Real-Time Rendering &#187; Graphics Interface 2009</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>Graphics Interface 2009 papers</title>
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		<pubDate>Fri, 17 Apr 2009 23:39:45 +0000</pubDate>
		<dc:creator>Naty</dc:creator>
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		<category><![CDATA[Graphics Interface 2009]]></category>

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		<description><![CDATA[The list of papers accepted to Graphics Interface 2009 (with abstracts) is now online.  Graphics Interface has had some pretty good real-time rendering papers: here is a handful of examples from the last few years.  Judging from this year&#8217;s abstracts, the following look particularly interesting: Fast Visualization of Complex 3D Models Using Displacement Mapping: This [...]]]></description>
			<content:encoded><![CDATA[<p>The list of papers accepted to Graphics Interface 2009 (with abstracts) is <a href="http://aigicrv.ok.ubc.ca/program/GIprogram.pdf">now online</a>.  Graphics Interface has had some pretty good real-time rendering papers: <a href="http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/glossyGI00.pdf">here is</a> <a href="http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/decoupleBRDFsGI04.pdf">a handful</a> <a href="http://artis.imag.fr/Publications/2006/BD06/relief05.pdf">of examples</a> <a href="http://www.iit.bme.hu/~szirmay/firesmoke.pdf">from the</a> <a href="http://www.cs.uiowa.edu/~cwyman/publications/files/refractionWTIR/refrWithTIR.pdf">last few</a> <a href="http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/esm_gi08.pdf">years</a>.  Judging from this year&#8217;s abstracts, the following look particularly interesting:</p>
<p><strong>Fast Visualization of Complex 3D Models Using Displacement Mapping</strong>: This looks like a combination of the &#8220;sparse voxel ray casting&#8221; approach popularized by id software with &#8220;relief mapping&#8221; approaches.</p>
<p><strong>Depth of Field Postprocessing for Layered Scenes Using Constant-Time Rectangle Spreading</strong>: This is closely related to one of my favorite I3D 2009 posters, &#8220;Faster Filter Spreading and Its Applications&#8221;.  The basic idea (which has also been discussed in <a href="http://homepage.mac.com/sigfpe/adjoint.pdf">this paper by Dan Piponi</a>) is to &#8220;splat&#8221; rectangles in constant time (independent of the rectangle size!) by &#8220;splatting&#8221; just the corners into a buffer, from which a summed-area table is constructed (using <a href="http://www.cs.unc.edu/~hensley/Publications/pdf/hensley_eg05_electronic.pdf">existing fast methods</a>), yielding the desired image.  This can be extended to more general splats.  Although there is no preprint yet, <a href="http://www.eecs.berkeley.edu/Pubs/TechRpts/2008/EECS-2008-187.html">the tech report is available</a>.</p>
<p><strong>An Analytical Approach to Single Scattering for Anisotropic Media and Light Distributions</strong>:  A follow-on paper to <a href="http://www.cs.utah.edu/~vpegorar/research/2009_EG/">one published in Eurographics 2009</a>, it adds anisotropic phase functions and more general lighting.  The basic solution is similar to <a href="http://www1.cs.columbia.edu/~bosun/sig05.htm">an earlier paper by Bo Sun and others</a>, but using a slightly different approach that enables increased precision.</p>
<p><strong>Rendering the Effect of Labradorescence</strong>: This is of interest to me as an optical reflectance geek, but I doubt anyone will be using it in a game anytime soon.  This paper presents a physically-based method of rendering a complex optical phenomena that exists in gems such as Labradorite and Spectrolite.</p>
<p><a href="http://kesen.huang.googlepages.com/gi2009Papers.htm">Ke-Sen Huang&#8217;s Graphics Interface 2009 page</a> should be a good place to hunt for preprints of these papers as they appear.</p>
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