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Guilherme de S. Moura

dblp:48/4188 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Rendering · 93% Virtual and augmented reality · 7%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
bidirectional reflectance distribution function
0.222010
Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution · VR 2010
A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality · VR 2009
Rendering
global illumination
0.222010
Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution · VR 2010
A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality · VR 2009
Rendering › global illumination
image-based lighting
0.222010
Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution · VR 2010
A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality · VR 2009
Rendering
reflectance modeling
0.222010
Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution · VR 2010
A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality · VR 2009

Methods — techniques the papers use, named apart from their topics

spherical harmonics · 0.2fresnel effect · 0.2Lafortune spatial BRDF · 0.2
YearPublicationVenuePosition
2012 RPR-SORS: Real-time photorealistic rendering of synthetic objects into real scenes
Saulo A. Pessoa, Guilherme de S. Moura, Joao Paulo Silva do Monte Lima, Veronica Teichrieb, Judith Kelner
Comput. Graph.2
2010 Photorealistic rendering for Augmented Reality: A global illumination and BRDF solution
abstract
This paper presents a solution for the photorealistic rendering of synthetic objects into dynamic real scenes, in Augmented Reality applications. In order to achieve this goal, an Image Based Lighting approach is used, where environment maps with different levels of glossiness are generated for each virtual object in the scene at every frame. Due to this, illumination effects, such as color bleeding and specular reflections, can be simulated for virtual objects in a consistent way. A unifying sampling method for the spherical harmonics transformation pass is also used. It is independent of map format and does not need to apply different weights for each sample. The developed technique is combined with an extended version of Lafortune Spatial BRDF, featuring Fresnel effect and an innovative tangent rotation parameterization. The solution is evaluated in various Augmented Reality case studies, where other features like shadowing and lens effects are also exploited.
Saulo A. Pessoa, Guilherme de S. Moura, Joao Paulo Silva do Monte Lima, Veronica Teichrieb, Judith Kelner
VR2
2009 A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality
abstract
This paper presents a solution for the photorealistic rendering of synthetic objects into dynamic real scenes, in Augmented Reality applications. In order to achieve this goal, an Image Based Lighting approach is proposed, where environment maps with different levels of glossiness are generated for each virtual object in the scene at every frame. Due to this, illumination effects, such as color bleeding and specular reflections, can be simulated for virtual objects in a consistent way, even under the presence of scene changes. A unifying sampling method for the spherical harmonics transformation pass is also used. It is independent of map format and does not need to apply different weights for each sample. The developed technique is combined with an extended version of Lafortune Spatial BRDF, featuring Fresnel effect and an innovative tangent rotation parameterization. The solution is evaluated in various Augmented Reality case studies, where other features like shadowing and lens effects are also exploited.
Saulo A. Pessoa, Guilherme de S. Moura, Joao Paulo Silva do Monte Lima, Veronica Teichrieb, Judith Kelner
VR2