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Wolfgang Heidrich
Researcher at King Abdullah University of Science and Technology
Publications - 336
Citations - 18089
Wolfgang Heidrich is an academic researcher from King Abdullah University of Science and Technology. The author has contributed to research in topics: Rendering (computer graphics) & Pixel. The author has an hindex of 64, co-authored 312 publications receiving 15854 citations. Previous affiliations of Wolfgang Heidrich include University of Erlangen-Nuremberg & Nvidia.
Papers
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Proceedings ArticleDOI
Efficient cloth modeling and rendering
TL;DR: In this paper, the authors describe an efficient and realistic approach that takes into account view-dependent effects such as small displacements causing occlusion and shadows, as well as illumination effects.
Journal ArticleDOI
Adaptive Acquisition of Lumigraphs from Synthetic Scenes
TL;DR: In this article, a method for the adaptive acquisition of images for Lumigraphs from synthetic scenes is presented, using image warping to predict the potential improvement in image quality when adding a certain view, and then deciding which new views of the scene should be rendered and added to the light field.
Journal ArticleDOI
The diffractive achromat full spectrum computational imaging with diffractive optics
TL;DR: This work introduces both a diffractive achromat based on computational optimization, as well as a corresponding algorithm for correction of residual aberrations in the fast two-step deconvolution without additional color priors.
Journal ArticleDOI
Sampling procedural shaders using affine arithmetic
TL;DR: Using affine arithmetic for evaluating the shader over a finite area yields a tight, conservative error interval for the shader function using a dedicated language such as the RenderMann shading language.
Proceedings ArticleDOI
Texture shaders
Michael McCool,Wolfgang Heidrich +1 more
TL;DR: Extensions to the texture-mapping support of the abstract graphics hardware pipeline and the OpenGL API are proposed to better support programmable shading, with a unified interface, on a variety of future graphics accelerator architectures, and an abstract, programmable model for multitexturing is proposed.