Now showing items 1-20 of 169

    • Accelerated Single Ray Tracing for Wide Vector Units 

      Fuetterling, Valentin; Lojewski, Carsten; Pfreundt, Franz-Josef; Hamann, Bernd; Ebert, Achim (ACM, 2017)
      Utilizing the vector units of current processors for ray tracing single rays through Bounding Volume Hierarchies has been accomplished by increasing the branching factor of the acceleration structure to match the vector ...
    • Accelerated Volume Rendering with Volume Guided Neural Denoising 

      Jabbireddy, Susmija; Li, Shuo; Meng, Xiaoxu; Terrill, Judith E.; Varshney, Amitabh (The Eurographics Association, 2023)
      Monte Carlo path tracing techniques create stunning visualizations of volumetric data. However, a large number of computationally expensive light paths are required for each sample to produce a smooth and noise-free image, ...
    • Accelerating Hair Rendering by Learning High-Order Scattered Radiance 

      KT, Aakash; Jarabo, Adrian; Aliaga, Carlos; Chiang, Matt Jen-Yuan; Maury, Olivier; Hery, Christophe; Narayanan, P. J.; Nam, Giljoo (The Eurographics Association and John Wiley & Sons Ltd., 2023)
      Efficiently and accurately rendering hair accounting for multiple scattering is a challenging open problem. Path tracing in hair takes long to converge while other techniques are either too approximate while still being ...
    • Accelerating Sphere Tracing 

      Bálint, Csaba; Valasek, Gábor (The Eurographics Association, 2018)
      This paper presents two performance improvements on sphere tracing. First, a sphere tracing variant designed to take optimal step sizes near planar surfaces is proposed. We demonstrate how relaxation is used to make this ...
    • Adaptive BRDF-Oriented Multiple Importance Sampling of Many Lights 

      Liu, Yifan; Xu, Kun; Yan, Ling-Qi (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Many-light rendering is becoming more common and important as rendering goes into the next level of complexity. However, to calculate the illumination under many lights, state of the art algorithms are still far from ...
    • Adaptive Frameless Rendering with NVIDIA OptiX 

      Hsiao, Chung-Che; Watson, Benjamin (The Eurographics Association, 2019)
      We implement adaptive frameless rendering (AFR) on NVIDIA OptiX, a real-time ray tracing API taking advantage of NVIDIA GPUs including their latest RTX functionality. OptiX is a parallel system that sits on top of NVIDIA's ...
    • Adaptive Matrix Completion for Fast Visibility Computations with Many Lights Rendering 

      Wang, Sunrise; Holzschuch, Nicolas (The Eurographics Association and John Wiley & Sons Ltd., 2020)
      Several fast global illumination algorithms rely on the Virtual Point Lights framework. This framework separates illumination into two steps: first, propagate radiance in the scene and store it in virtual lights, then ...
    • Adaptive Multi-view Path Tracing 

      Fraboni, Basile; Iehl, Jean-Claude; Nivoliers, Vincent; Bouchard, Guillaume (The Eurographics Association, 2019)
      Rendering photo-realistic image sequences using path tracing and Monte Carlo integration often requires sampling a large number of paths to get converged results. In the context of rendering multiple views or animated ...
    • Adaptive Quantization Visibility Caching 

      Popov, Stefan; Georgiev, Iliyan; Slusallek, Philipp; Dachsbacher, Carsten (The Eurographics Association and Blackwell Publishing Ltd., 2013)
      Ray tracing has become a viable alternative to rasterization for interactive applications and also forms the basis of most global illumination methods. However, even today's fastest ray-tracers offer only a tight budget ...
    • Adaptive Temporal Antialiasing 

      Marrs, Adam; Spjut, Josef; Gruen, Holger; Sathe, Rahul; McGuire, Morgan (ACM, 2018)
      We introduce a pragmatic algorithm for real-time adaptive supersampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine ...
    • Adaptive Temporal Sampling for Volumetric Path Tracing of Medical Data 

      Martschinke, Jana; Hartnagel, Stefan; Keinert, Benjamin; Engel, Klaus; Stamminger, Marc (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Monte-Carlo path tracing techniques can generate stunning visualizations of medical volumetric data. In a clinical context, such renderings turned out to be valuable for communication, education, and diagnosis. Because a ...
    • Analysis of Sample Correlations for Monte Carlo Rendering 

      Singh, Gurprit; Öztireli, Cengiz; Ahmed, Abdalla G. M.; Coeurjolly, David; Subr, Kartic; Deussen, Oliver; Ostromoukhov, Victor; Ramamoorthi, Ravi; Jarosz, Wojciech (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Modern physically based rendering techniques critically depend on approximating integrals of high dimensional functions representing radiant light energy. Monte Carlo based integrators are the choice for complex scenes and ...
    • Area Lights in Signed Distance Function Scenes 

      Bán, Róbert; Bálint, Csaba; Valasek, Gábor (The Eurographics Association, 2019)
      This paper presents two algorithms to incorporate spherical and general area lights into scenes defined by signed distance functions. The first algorithm employs an efficient approximation to the contribution of spherical ...
    • Area-Preserving Parameterizations for Spherical Ellipses 

      Guillén, Ibón; Ureña, Carlos; King, Alan; Fajardo, Marcos; Georgiev, Iliyan; López-Moreno, Jorge; Jarabo, Adrián (The Eurographics Association and John Wiley & Sons Ltd., 2017)
      We present new methods for uniformly sampling the solid angle subtended by a disk. To achieve this, we devise two novel area-preserving mappings from the unit square [0;1]2 to a spherical ellipse (i.e. the projection of ...
    • Astray: A Performance-Portable Geodesic Ray Tracer 

      Demiralp, Ali Can; Krüger, Marcel; Chao, Chu; Kuhlen, Torsten W.; Gerrits, Tim (The Eurographics Association, 2022)
      Geodesic ray tracing is the numerical method to compute the motion of matter and radiation in spacetime. It enables visualization of the geometry of spacetime and is an important tool to study the gravitational fields in ...
    • Automatic Feature Selection for Denoising Volumetric Renderings 

      Zhang, Xianyao; Ott, Melvin; Manzi, Marco; Gross, Markus; Papas, Marios (The Eurographics Association and John Wiley & Sons Ltd., 2022)
      We propose a method for constructing feature sets that significantly improve the quality of neural denoisers for Monte Carlo renderings with volumetric content. Starting from a large set of hand-crafted features, we propose ...
    • A Bidirectional Formulation for Walk on Spheres 

      Qi, Yang; Seyb, Dario; Bitterli, Benedikt; Jarosz, Wojciech (The Eurographics Association and John Wiley & Sons Ltd., 2022)
      Numerically solving partial differential equations (PDEs) is central to many applications in computer graphics and scientific modeling. Conventional methods for solving PDEs often need to discretize the space first, making ...
    • Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications 

      Tan, Yu Wei; Kim-Chan, Louiz; Halim, Anthony; Bhojan, Anand (The Eurographics Association, 2021)
      We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. ...
    • Combining Point and Line Samples for Direct Illumination 

      Salesin, Katherine; Jarosz, Wojciech (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      We develop a unified framework for combining point and line samples in direct lighting calculations. While line samples have proven beneficial in a variety of rendering contexts, their application in direct lighting has ...
    • Compressed Bounding Volume Hierarchies for Efficient Ray Tracing of Disperse Hair 

      Martinek, Magdalena; Stamminger, Marc; Binder, Nikolaus; Keller, Alexander (The Eurographics Association, 2018)
      Ray traced human hair is becoming more and more ubiquitous in photorealistic image synthesis. Despite hierarchical data structures for accelerated ray tracing, performance suffers from the bad separability inherent with ...