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  • The Challenges of Releasing the Moana Island Scene 

    Tamstorf, Rasmus; Pritchett, Heather (The Eurographics Association, 2019)
    A tremendous amount of research has been done over the years using the Stanford bunny, the Cornell box and recently somewhat more complicated data sets. Yet, none of these data sets come close to representing the complexity ...
  • De-lighting a High-resolution Picture for Material Acquisition 

    Martin, Rosalie; Meyer, Arthur; Pesare, Davide (The Eurographics Association, 2019)
    We propose a deep-learning based method for the removal of shades, projected shadows and highlights from a single picture of a quasi-planar surface captured in natural lighting conditions with any kind of camera device. ...
  • Implementing One-Click Caustics in Corona Renderer 

    Šik, Martin; Krivánek, Jaroslav (The Eurographics Association, 2019)
    This paper describes the implementation of a fully automatic caustics rendering solution in Corona Renderer. The main requirement is that the technique be completely transparent to the user, should not need any parameter ...
  • Puppet Dubbing 

    Fried, Ohad; Agrawala, Maneesh (The Eurographics Association, 2019)
    Dubbing puppet videos to make the characters (e.g. Kermit the Frog) convincingly speak a new speech track is a popular activity with many examples of well-known puppets speaking lines from films or singing rap songs. But ...
  • Foveated Real-Time Path Tracing in Visual-Polar Space 

    Koskela, Matias; Lotvonen, Atro; Mäkitalo, Markku; Kivi, Petrus; Viitanen, Timo; Jääskeläinen, Pekka (The Eurographics Association, 2019)
    Computing power is still the limiting factor in photorealistic real-time rendering. Foveated rendering improves perceived quality by focusing the rendering effort on where the user is looking at. Applying foveated rendering ...
  • Impulse Responses for Precomputing Light from Volumetric Media 

    Dubouchet, Adrien; Sloan, Peter-Pike; Jarosz, Wojciech; Nowrouzezahrai, Derek (The Eurographics Association, 2019)
    Modern interactive rendering can rely heavily on precomputed static lighting on surfaces and in volumes. Scattering from volumetric media can be similarly treated using precomputation, but transport from volumes onto ...
  • 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 ...
  • Spectral Primary Decomposition for Rendering with sRGB Reflectance 

    Mallett, Ian; Yuksel, Cem (The Eurographics Association, 2019)
    Spectral renderers, as-compared to RGB renderers, are able to simulate light transport that is closer to reality, capturing light behavior that is impossible to simulate with any three-primary decomposition. However, ...
  • 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 ...
  • Eurographics Symposium on Rendering 2019 – DL-only / Industry Track: Frontmatter 

    Boubekeur, Tamy; Sen, Pradeep (Eurographics Association, 2019)
  • 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 ...
  • Soft Transparency for Point Cloud Rendering 

    Seemann, Patrick; Palma, Gianpaolo; Dellepiane, Matteo; Cignoni, Paolo; Goesele, Michael (The Eurographics Association, 2018)
    We propose a novel rendering framework for visualizing point data with complex structures and/or different quality of data. The point cloud can be characterized by setting a per-point scalar field associated to the aspect ...
  • Scalable Real-Time Shadows using Clustering and Metric Trees 

    Deves, François; Mora, Frédéric; Aveneau, Lilian; Ghazanfarpour, Djamchid (The Eurographics Association, 2018)
    Real-time shadow algorithms based on geometry generally produce high quality shadows. Recent works have considerably improved their efficiency. However, scalability remains an issue because these methods strongly depend ...
  • Primary Sample Space Path Guiding 

    Guo, Jerry Jinfeng; Bauszat, Pablo; Bikker, Jacco; Eisemann, Elmar (The Eurographics Association, 2018)
    Guiding path tracing in light transport simulation has been one of the practical choices for variance reduction in production rendering. For this purpose, typically structures in the spatial-directional domain are built. ...
  • An Improved Multiple Importance Sampling Heuristic for Density Estimates in Light Transport Simulations 

    Jendersie, Johannes; Grosch, Thorsten (The Eurographics Association, 2018)
    Vertex connection and merging (VCM) is one of the most robust light transport simulation algorithms developed so far. It combines bidirectional path tracing with photon mapping using multiple importance sampling (MIS). ...
  • Deep Hybrid Real and Synthetic Training for Intrinsic Decomposition 

    Bi, Sai; Kalantari, Nima Khademi; Ramamoorthi, Ravi (The Eurographics Association, 2018)
    Intrinsic image decomposition is the process of separating the reflectance and shading layers of an image, which is a challenging and underdetermined problem. In this paper, we propose to systematically address this problem ...
  • A Unified Manifold Framework for Efficient BRDF Sampling based on Parametric Mixture Models 

    Herholz, Sebastian; Elek, Oskar; Schindel, Jens; Křivánek, Jaroslav; Lensch, Hendrik P. A. (The Eurographics Association, 2018)
    Virtually all existing analytic BRDF models are built from multiple functional components (e.g., Fresnel term, normal distribution function, etc.). This makes accurate importance sampling of the full model challenging, and ...
  • PN-Method for Multiple Scattering in Participating Media 

    Koerner, David; Portsmouth, Jamie; Jakob, Wenzel (The Eurographics Association, 2018)
    Rendering highly scattering participating media using brute force path tracing is a challenge. The diffusion approximation reduces the problem to solving a simple linear partial differential equation. Flux-limited diffusion ...
  • Matrix Bidirectional Path Tracing 

    Chaitanya, Chakravarty Reddy Alla; Belcour, Laurent; Hachisuka, Toshiya; Premoze, Simon; Pantaleoni, Jacopo; Nowrouzezahrai, Derek (The Eurographics Association, 2018)
    Sampled paths in Monte Carlo ray tracing can be arbitrarily close to each other due to its stochastic nature. Such clumped samples in the path space tend to contribute little toward an accurate estimate of each pixel. ...
  • Approximate svBRDF Estimation From Mobile Phone Video 

    Albert, Rachel A.; Chan, Dorian Yao; Goldman, Dan B.; O'Brien, James F. (The Eurographics Association, 2018)
    We describe a new technique for obtaining a spatially varying BRDF (svBRDF) of a flat object using printed fiducial markers and a cell phone capable of continuous flash video. Our homography-based video frame alignment ...

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