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Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
With ever-increasing display resolution for wide field-of-view displays-such as head-mounted displays or 8k projectors- shading has become the major computational cost in rasterization. To reduce computational effort, we ...
Nonlinearly Weighted First-order Regression for Denoising Monte Carlo Renderings
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state-of-the-art performance on a wide range of scenes. We analyze existing approaches ...
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 ...
Decoupled Shading for Real-time Heterogeneous Volume Illumination
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Existing real-time volume rendering techniques which support global illumination are limited in modeling distinct realistic appearances for classified volume data, which is a desired capability in many fields of study for ...
Geometry and Attribute Compression for Voxel Scenes
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Voxel-based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of ...
Dexterous Manipulation of Cloth
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
This paper introduces a new technique to synthesize dexterous manipulation of cloth. Given a simple description of the desired cloth motion, our algorithm computes appropriate joint torques for physically simulated hands, ...
Space-Time Co-Segmentation of Articulated Point Cloud Sequences
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Consistent segmentation is to the center of many applications based on dynamic geometric data. Directly segmenting a raw 3D point cloud sequence is a challenging task due to the low data quality and large inter-frame ...
Character Contact Re-positioning Under Large Environment Deformation
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Character animation based on motion capture provides intrinsically plausible results, but lacks the flexibility of procedural methods. Motion editing methods partially address this limitation by adapting the animation to ...
Narrow Band FLIP for Liquid Simulations
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small-scale features near the liquid ...
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 ...