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Philippe Bekaert :
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Mark Gerrits , Philippe Bekaert Local Stereo Matching with Segmentation-based Outlier Rejection. [Citation Graph (0, 0)][DBLP ] CRV, 2006, pp:66- [Conf ] Chris Hermans , Maarten Dumont , Philippe Bekaert Extrinsic Recalibration in Camera Networks. [Citation Graph (0, 0)][DBLP ] CRV, 2007, pp:3-10 [Conf ] Yannick Francken , Chris Hermans , Philippe Bekaert Screen-Camera Calibration using a Spherical Mirror. [Citation Graph (0, 0)][DBLP ] CRV, 2007, pp:11-20 [Conf ] Tom Haber , Tom Mertens , Philippe Bekaert , Frank Van Reeth A computational approach to simulate subsurface light diffusion in arbitrarily shaped objects. [Citation Graph (0, 0)][DBLP ] Graphics Interface, 2005, pp:79-86 [Conf ] Hendrik P. A. Lensch , Michael Goesele , Philippe Bekaert , Jan Kautz , Marcus A. Magnor , Jochen Lang , Hans-Peter Seidel Interactive Rendering of Translucent Objects. [Citation Graph (0, 0)][DBLP ] Pacific Conference on Computer Graphics and Applications, 2002, pp:214-224 [Conf ] Tom Mertens , Jan Kautz , Philippe Bekaert , Frank Van Reeth , Hans-Peter Seidel Efficient Rendering of Local Subsurface Scattering. [Citation Graph (0, 0)][DBLP ] Pacific Conference on Computer Graphics and Applications, 2003, pp:51-58 [Conf ] Miquel Feixas , Esteve del Acebo , Philippe Bekaert , Mateu Sbert Information Theory Tools for Scene Discretization. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 1999, pp:95-106 [Conf ] Philippe Bekaert , László Neumann , Attila Neumann , Mateu Sbert , Yves D. Willems Hierarchical Monte Carlo Radiosity. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 1998, pp:259-268 [Conf ] Philippe Bekaert , Mateu Sbert , John H. Halton Accelerating Path Tracing by Re-Using Paths. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 2002, pp:125-134 [Conf ] Philippe Bekaert , Mateu Sbert , Yves D. Willems Weighted Importance Sampling Techniques for Monte Carlo Radiosity. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 2000, pp:35-46 [Conf ] Philippe Bekaert , Yves D. Willems Importance-Driven Progressive Refinement Radiosity. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 1995, pp:316-325 [Conf ] Philippe Bekaert , Yves D. Willems Error Control for Radiosity. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 1996, pp:153-164 [Conf ] Philip Dutré , Philippe Bekaert , Frank Suykens , Yves D. Willems Bidirectional Radiosity. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 1997, pp:205-216 [Conf ] Tom Mertens , Jan Kautz , Philippe Bekaert , Frank Van Reeth A Self-Shadow Algorithm for Dynamic Hair using Density Clustering. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 2004, pp:173-178 [Conf ] Tom Mertens , Jan Kautz , Philippe Bekaert , Hans-Peter Seidel , Frank Van Reeth Interactive Rendering of Translucent Deformable Objects. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 2003, pp:130-140 [Conf ] Attila Neumann , László Neumann , Philippe Bekaert , Yves D. Willems , Werner Purgathofer Importance-Driven Stochastic Ray Radiosity. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 1996, pp:111-122 [Conf ] Mateu Sbert , Alex Brusi , Philippe Bekaert Gathering for Free in Random Walk Radiosity. [Citation Graph (0, 0)][DBLP ] Rendering Techniques, 1999, pp:89-94 [Conf ] Tom Mertens , Jan Kautz , Philippe Bekaert , Hans-Peter Seidel , Frank Van Reeth Interactive rendering of translucent deformable objects. [Citation Graph (0, 0)][DBLP ] SIGGRAPH, 2003, pp:- [Conf ] Philippe Bekaert , Hans-Peter Seidel A Theoretical Comparison of Monte Carlo Radiosity Algorithms. [Citation Graph (0, 0)][DBLP ] VMV, 2001, pp:257-264 [Conf ] Erik Hubo , Philippe Bekaert A Data Distribution Strategy for Parallel Point-Based Rendering. [Citation Graph (0, 0)][DBLP ] WSCG (Full Papers), 2005, pp:1-8 [Conf ] William Van Haevre , Philippe Bekaert A Simple but Effective Algorithm to Model the Competition of Virtual Plants for Light and Space. [Citation Graph (0, 0)][DBLP ] WSCG, 2003, pp:- [Conf ] Jan Prikryl , Philippe Bekaert , Werner Purgathofer Importance-Driven Hierarchical Stochastic Ray Radiosity. [Citation Graph (0, 0)][DBLP ] WSCG, 2000, pp:- [Conf ] Alex Brusi , Mateu Sbert , Philippe Bekaert , Robert F. Tobler , Werner Purgathofer Optimal ray shooting in Monte Carlo radiosity. [Citation Graph (0, 0)][DBLP ] Computers & Graphics, 2002, v:26, n:2, pp:351-354 [Journal ] Miquel Feixas , Esteve del Acebo , Philippe Bekaert , Mateu Sbert An Information Theory Framework for the Analysis of Scene Complexity. [Citation Graph (0, 0)][DBLP ] Comput. Graph. Forum, 1999, v:18, n:3, pp:95-106 [Journal ] Hendrik P. A. Lensch , Michael Goesele , Philippe Bekaert , Jan Kautz , Marcus A. Magnor , Jochen Lang , Hans-Peter Seidel Interactive Rendering of Translucent Objects. [Citation Graph (0, 0)][DBLP ] Comput. Graph. Forum, 2003, v:22, n:2, pp:195-206 [Journal ] László Neumann , Attila Neumann , Philippe Bekaert Radiosity with Well Distributed Ray Sets. [Citation Graph (0, 0)][DBLP ] Comput. Graph. Forum, 1997, v:16, n:3, pp:261-270 [Journal ] Yannick Francken , Johan Huysmans , Philippe Bekaert Sharing visual information in virtual environments using projective texture mapping. [Citation Graph (0, 0)][DBLP ] Advances in Computer Entertainment Technology, 2007, pp:135-138 [Conf ] Bert de Decker , Tom Mertens , Philippe Bekaert Interactive collision detection for free-viewpoint video. [Citation Graph (0, 0)][DBLP ] GRAPP (AS/IE), 2007, pp:114-120 [Conf ] Tom Mertens , Jan Kautz , Philippe Bekaert , Frank Van Reeth , Hans-Peter Seidel Efficient Rendering of Local Subsurface Scattering. [Citation Graph (0, 0)][DBLP ] Comput. Graph. Forum, 2005, v:24, n:1, pp:41-49 [Journal ] Ramesh Raskar , Hideaki Nii , Bert de Decker , Yuki Hashimoto , Jay Summet , Dylan Moore , Yong Zhao , Jonathan Westhues , Paul H. Dietz , John Barnwell , Shree K. Nayar , Masahiko Inami , Philippe Bekaert , Michael Noland , Vlad Branzoi , Erich Bruns Prakash: lighting aware motion capture using photosensing markers and multiplexed illuminators. [Citation Graph (0, 0)][DBLP ] ACM Trans. Graph., 2007, v:26, n:3, pp:36- [Journal ] Eunomia: toward a framework for multi-touch information displays in public spaces. [Citation Graph (, )][DBLP ] Fast Normal Map Acquisition Using an LCD Screen Emitting Gradient Patterns. [Citation Graph (, )][DBLP ] Screen-Camera Calibration Using Gray Codes. [Citation Graph (, )][DBLP ] High quality mesostructure acquisition using specularities. [Citation Graph (, )][DBLP ] Capturing multiple illumination conditions using time and color multiplexing. [Citation Graph (, )][DBLP ] Depth from sliding projections. [Citation Graph (, )][DBLP ] Relighting objects from image collections. [Citation Graph (, )][DBLP ] Depth from Encoded Sliding Projections. [Citation Graph (, )][DBLP ] Gloss and Normal Map Acquisition of Mesostructures Using Gray Codes. [Citation Graph (, )][DBLP ] Image deblurring using corresponding regions. [Citation Graph (, )][DBLP ] WBSDF for simulating wave effects of light and audio. [Citation Graph (, )][DBLP ] Strike a Pose: Image-Based Pose Synthesis. [Citation Graph (, )][DBLP ] Complexity Reduction of Real-time Depth Scanning on Graphics Hardware. [Citation Graph (, )][DBLP ] ColEnViSon: Color Enhanced Visual Sonifier - A Polyphonic Audio Texture and Salient Scene Analysis. [Citation Graph (, )][DBLP ] A Multi-Camera Framework for Interactive Video Games. [Citation Graph (, )][DBLP ] A Prototype for Practical Eye-Gaze Corrected Video Chat on Graphics Hardware. [Citation Graph (, )][DBLP ] A High-level Kernel Transformation Rule Set for Efficient Caching on Graphics Hardware - Increasing Streaming Execution Performance with Minimal Design Effort. [Citation Graph (, )][DBLP ] Preserving visual saliency in image to sound substitution systems. [Citation Graph (, )][DBLP ] Self-similarity based compression of point set surfaces with application to ray tracing. [Citation Graph (, )][DBLP ] Augmented Panoramic Video. [Citation Graph (, )][DBLP ] Floating Textures. [Citation Graph (, )][DBLP ] Deblurring by Matching. [Citation Graph (, )][DBLP ] Search in 0.003secs, Finished in 0.328secs