Now showing items 1-20 of 20

    • Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering 

      Crassin, Cyril; Wyman, Chris; McGuire, Morgan; Lefohn, Aaron (ACM, 2018)
      Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8×, analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering ...
    • Deep Shading: Convolutional Neural Networks for Screen Space Shading 

      Nalbach, Oliver; Arabadzhiyska, Elena; Mehta, Dushyant; Seidel, Hans-Peter; Ritschel, Tobias (The Eurographics Association and John Wiley & Sons Ltd., 2017)
      In computer vision, convolutional neural networks (CNNs) achieve unprecedented performance for inverse problems where RGB pixel appearance is mapped to attributes such as positions, normals or reflectance. In computer ...
    • Deferred Adaptive Compute Shading 

      Mallett, Ian; Yuksel, Cem (ACM, 2018)
      A primary advantage of deferred shading is eliminating wasted shading operations due to overdraw. We present a new algorithm that we call Deferred Adaptive Compute Shading, for providing further reduction in shading ...
    • Do contests improve students skills in Computer Graphics? The case of API8 

      Palus, Jean-Pascal; Belhadj, Farès; Bourdin, Jean-Jacques (The Eurographics Association, 2019)
      This paper presents a contest designed to improve the skills of students in Computer Graphics. The contest is adapted to the current skills of the students and uses a public graphic library. Students then have to produce ...
    • Fast Multi-View Rendering for Real-Time Applications 

      Unterguggenberger, Johannes; Kerbl, Bernhard; Steinberger, Markus; Schmalstieg, Dieter; Wimmer, Michael (The Eurographics Association, 2020)
      Efficient rendering of multiple views can be a critical performance factor for real-time rendering applications. Generating more than one view multiplies the amount of rendered geometry, which can cause a huge performance ...
    • Hierarchical Multi-Layer Screen-Space Ray Tracing 

      Hofmann, Nikolai; Bogendörfer, Phillip; Stamminger, Marc; Selgrad, Kai (ACM, 2017)
      In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are ...
    • Hierarchical Rasterization of Curved Primitives for Vector Graphics Rendering on the GPU 

      Dokter, Mark; Hladký, Jozef; Parger, Mathias; Schmalstieg, Dieter; Seidel, Hans-Peter; Steinberger, Markus (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      In this paper, we introduce the CPatch, a curved primitive that can be used to construct arbitrary vector graphics. A CPatch is a generalization of a 2D polygon: Any number of curves up to a cubic degree bound a primitive. ...
    • High Dynamic Range Point Clouds for Real-Time Relighting 

      Sabbadin, Manuele; Palma, Gianpaolo; BANTERLE, FRANCESCO; Boubekeur, Tamy; Cignoni, Paolo (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Acquired 3D point clouds make possible quick modeling of virtual scenes from the real world.With modern 3D capture pipelines, each point sample often comes with additional attributes such as normal vector and color response. ...
    • LOCALIS: Locally-adaptive Line Simplification for GPU-based Geographic Vector Data Visualization 

      Amiraghdam, Alireza; Diehl, Alexandra; Pajarola, Renato (The Eurographics Association and John Wiley & Sons Ltd., 2020)
      Visualization of large vector line data is a core task in geographic and cartographic systems. Vector maps are often displayed at different cartographic generalization levels, traditionally by using several discrete ...
    • Moment Transparency 

      Sharpe, Brian (ACM, 2018)
      We introduce moment transparency, a new solution to real-time order-independent transparency. It expands upon existing approximate transmittance function techniques by using moments to capture and reconstruct the transmittance ...
    • Multisample Anti-aliasing in Deferred Rendering 

      Fridvalszky, András; Tóth, Balázs (The Eurographics Association, 2020)
      We propose a novel method for multisample anti-aliasing in deferred shading. Our technique successfully reduces memory and bandwidth usage. The new model uses per-pixel linked lists to store the samples. We also introduce ...
    • Non-Linearly Quantized Moment Shadow Maps 

      Peters, Christoph (ACM, 2017)
      Moment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this ...
    • On the Pedagogy of Teaching Introductory Computer Graphics without Rendering APIs 

      Chen, Minsi; Xu, Zhijie; Rippin, Wayne (The Eurographics Association, 2018)
      Teaching modern computer graphics programming has become increasingly challenging due to the advancement in the granularity of application programming interfaces (APIs). In this paper, we put forward a discussion on the ...
    • Progressive Real-Time Rendering of One Billion Points Without Hierarchical Acceleration Structures 

      Schütz, Markus; Mandlburger, Gottfried; Otepka, Johannes; Wimmer, Michael (The Eurographics Association and John Wiley & Sons Ltd., 2020)
      Research in rendering large point clouds traditionally focused on the generation and use of hierarchical acceleration structures that allow systems to load and render the smallest fraction of the data with the largest ...
    • Raw Point Cloud Deferred Shading Through Screen Space Pyramidal Operators 

      Bouchiba, Hassan; Deschaud, Jean-Emmanuel; Goulette, François (The Eurographics Association, 2018)
      We present a novel real-time raw point cloud rendering algorithm based on efficient screen-space pyramidal operators. Our method is based on a pyramidal occlusion-based hidden point removal operator followed by a pyramidal ...
    • Real-Time Hybrid Hair Rendering 

      Jansson, Erik Sven Vasconcelos; Chajdas, Matthäus G.; Lacroix, Jason; Ragnemalm, Ingemar (The Eurographics Association, 2019)
      Rendering hair is a challenging problem for real-time applications. Besides complex shading, the sheer amount of it poses a lot of problems, as a human scalp can have over 100,000 strands of hair, with animal fur often ...
    • A Scalable and Production Ready Sky and Atmosphere Rendering Technique 

      Hillaire, Sébastien (The Eurographics Association and John Wiley & Sons Ltd., 2020)
      We present a physically based method to render the atmosphere of a planet from ground to space views. Our method is cheap to compute and, as compared to previous successful methods, does not require any high dimensional ...
    • Screen Space Approximate Gaussian Hulls 

      Meder, Julian; Brüderlin, Beat (The Eurographics Association, 2018)
      The Screen Space Approximate Gaussian Hull method presented in this paper is based on an output sensitive, adaptive approach, which addresses the challenge of high quality rendering even for high resolution displays and ...
    • A Survey of Multifragment Rendering 

      Vasilakis, Andreas Alexandros; Vardis, Konstantinos; Papaioannou, Georgios (The Eurographics Association and John Wiley & Sons Ltd., 2020)
      In the past few years, advances in graphics hardware have fuelled an explosion of research and development in the field of interactive and real-time rendering in screen space. Following this trend, a rapidly increasing ...
    • Visibility-Aware Progressive Farthest Point Sampling on the GPU 

      Brandt, Sascha; Jähn, Claudius; Fischer, Matthias; Heide, Friedhelm Meyer auf der (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      In this paper, we present the first algorithm for progressive sampling of 3D surfaces with blue noise characteristics that runs entirely on the GPU. The performance of our algorithm is comparable to state-of-the-art GPU ...