Now showing items 1-6 of 6

    • Deep Screen Space for Indirect Lighting of Volumes 

      Nalbach, Oliver; Ritschel, Tobias; Seidel, Hans-Peter (The Eurographics Association, 2014)
      We present a method to render approximate indirect light transport from surfaces to volumes which is fully dynamic with respect to geometry, the medium and the main light sources, running at interactive speed. This is ...
    • Forward Light Cuts: A Scalable Approach to Real-Time Global Illumination 

      Laurent, Gilles; Delalandre, Cyril; Rivière, Grégoire de La; Boubekeur, Tamy (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present Forward Light Cuts, a novel approach to real-time global illumination using forward rendering techniques. We focus on unshadowed diffuse interactions for the first indirect light bounce in the context of large ...
    • Importance Sampling Techniques for Path Tracing in Participating Media 

      Kulla, Christopher; Fajardo, Marcos (The Eurographics Association and Blackwell Publishing Ltd., 2012)
      We introduce a set of robust importance sampling techniques which allow efficient calculation of direct and indirect lighting from arbitrary light sources in both homogeneous and heterogeneous media. We show how to distribute ...
    • LandSketch: A First Person Point-of-View Example-Based Terrain Modeling Approach 

      Passos, Vladimir Alves dos; Igarashi, Takeo (ACM, 2013)
      We present an intuitive interface for easy modeling of terrains, compatible with example-based synthesis approach. The interface consists on a picture's canvas-like screen, where the user sketches silhouettes of mountains, ...
    • Meshless Hierarchical Radiosity on the GPU 

      Zollhöfer, Michael; Stamminger, Marc (The Eurographics Association, 2011)
      Meshless radiosity is a radiosity method that is based on a point-based hierarchical discretization of the scene. This better decouples the runtime complexity from the geometric complexity of the scene and allows for an ...
    • Theory and Analysis of Higher-Order Motion Blur Rasterization 

      Gribel, Carl Johan; Munkberg, Jacob; Hasselgren, Jon; Akenine-Möller, Tomas (ACM, 2013)
      A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...