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Now showing items 11-20 of 39
Level-of-Detail Streaming and Rendering using Bidirectional Sparse Virtual Texture Functions
(The Eurographics Association and Blackwell Publishing Ltd., 2013)
Bidirectional Texture Functions (BTFs) are among the highest quality material representations available today and thus well suited whenever an exact reproduction of the appearance of a material or complete object is required. ...
Virtual Spherical Gaussian Lights for Real-time Glossy Indirect Illumination
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Virtual point lights (VPLs) are well established for real-time global illumination. However, this method suffers from spiky artifacts and flickering caused by singularities of VPLs, highly glossy materials, high-frequency ...
Towards Automatic Band-Limited Procedural Shaders
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Procedural shaders are a vital part of modern rendering systems. Despite their prevalence, however, procedural shaders remain sensitive to aliasing any time they are sampled at a rate below the Nyquist limit. Antialiasing ...
Realtime Rendering Glossy to Glossy Reflections in Screen Space
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
Glossy to glossy reflections are lights bounced between glossy surfaces. Such directional light transports are important for humans to perceive glossy materials, but difficult to simulate. This paper proposes a new method ...
Minimal Sampling for Effective Acquisition of Anisotropic BRDFs
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
BRDFs are commonly used for material appearance representation in applications ranging from gaming and the movie industry, to product design and specification. Most applications rely on isotropic BRDFs due to their better ...
Merged Multiresolution Hierarchies for Shadow Map Compression
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of highresolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (MMH), ...
Fast Filtering of Reflection Probes
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Game and movie studios are switching to physically based rendering en masse, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real-time. Cubemap filtering has also ...
Stochastic Depth Buffer Compression using Generalized Plane Encoding
(The Eurographics Association and Blackwell Publishing Ltd., 2013)
In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational ...
Near-Instant Capture of High-Resolution Facial Geometry and Reflectance
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We present a near-instant method for acquiring facial geometry and reflectance using a set of commodity DSLR cameras and flashes. Our setup consists of twenty-four cameras and six flashes which are fired in rapid succession ...
Capturing Relightable Human Performances under General Uncontrolled Illumination
(The Eurographics Association and Blackwell Publishing Ltd., 2013)
We present a novel approach to create relightable free-viewpoint human performances from multi-view video recorded under general uncontrolled and uncalibated illumination.We first capture a multi-view sequence of an actor ...