Rendering - Experimental Ideas & Implementations

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Rendering - Experimental Ideas & Implementations

 

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  • Wang, Beibei; Gascuel, Jean-Dominique; Holzschuch, Nicolas (The Eurographics Association, 2016)
    Illumination e ects in translucent materials are a combination of several physical phenomena: absorption and scattering inside the material, refraction at its surface. Because refraction can focus light deep inside the ...
  • Mojzík, Michal; Skřivan, Tomáš; Wilkie, Alexander; Křivánek, Jaroslav (The Eurographics Association, 2016)
    While there has been considerable applied research in computer graphics on polarisation rendering, no principled investigation of how the inclusion of polarisation information affects the mathematical formalisms that are ...
  • Koerner, David; Novak, Jan; Kutz, Peter; Habel, Ralf; Jarosz, Wojciech (The Eurographics Association, 2016)
    We present subdivision next-event estimation (SNEE) for unbiased Monte Carlo simulation of subsurface scattering. Our technique is designed to sample high frequency illumination through geometrically complex interfaces ...
  • Gribble, Christiaan (The Eurographics Association, 2016)
    We introduce node culling multi-hit BVH traversal to enable faster multi-hit ray tracing in a bounding volume hierarchy (BVH). Existing, widely used ray tracing engines expose API features that enable implementation of ...
  • Mora, Frédéric; Gerhards, Julien; Aveneau, Lilian; Ghazanfarpour, Djamchid (The Eurographics Association, 2016)
    Computing accurate hard shadows is a difficult problem in interactive rendering. Previous methods rely either on Shadow Maps or Shadow Volumes. Recently Partitioned Shadow Volumes (PSV) has been introduced. It revisits the ...
  • Ergun, Serkan; Önel, Sermet; Ozturk, Aydin (The Eurographics Association, 2016)
    We present an approximate model for predicting the appearance of car paint from its paint composition. Representing the appearance of car paint is not trivial because of its layered structure which is composed of anisotropic ...
  • Wang, Beibei; Bowles, How (The Eurographics Association, 2016)
    We present a fast and practical procedural sparkle effect for snow and other sparkly surfaces which we integrated into a recent video game. Following from previous work, we generate the sparkle glints by intersecting a ...
  • Selgrad, Kai; Müller, Jonas; Reintges, Christian; Stamminger, Marc (The Eurographics Association, 2016)
    In this paper we present a method to efficiently cull large parts of a scene prior to shadow map computations for many-lights settings. Our method is agnostic to how the light sources are generated and thus works with any ...
  • Dupuy, Jonathan; Heitz, Eric; d'Eon, Eugene (The Eurographics Association, 2016)
    We study the links between microfacet and microflake theories from the perspective of linear transport theory. In doing so, we gain additional insights, find several simplifications and touch upon important open questions ...
  • Murray, David; Baril, Jerome; Granier, Xavier (The Eurographics Association, 2016)
    Shading techniques are useful to deliver a better understanding of object shapes. When transparent objects are involved, depicting the shape characteristics of each surface is even more relevant. In this paper, we propose ...
  • Wang, Lili; Zhao, Qi; Meng, Chunlei; Popescu, Voicu (The Eurographics Association, 2016)
    This paper describes an algorithm for rendering soft shadows efficiently by generalizing conventional triangle projection and rasterization from 2D to 4D. The rectangular area light source is modeled with a point light ...
  • Kim, Jaewon; Izadi, Shahram; Ghosh, Abhijeet (The Eurographics Association, 2016)
    We present a novel computational photography technique for single shot separation of diffuse/specular reflectance as well as novel angular domain separation of layered reflectance. Our solution consists of a two-way polarized ...
  • Zubiaga, Carlos Jorge; Guennebaud, Gael; Vergne, Romain; Barla, Pascal (The Eurographics Association, 2016)
    Modern compositing software permit to linearly recombine different 3D rendered outputs (e.g., diffuse and reflection shading) in post-process, providing for simple but interactive appearance manipulations. Renderers also ...
  • Elmar Eisemann; Eugene Fiume (Eurographics Association, 2016)
  • Chapiro, Alexandre; O'Sullivan, Carol; Jarosz, Wojciech; Gross, Markus; Smolic, Aljoscha (The Eurographics Association, 2015)
    We present a new method for creating and enhancing the stereoscopic 3D (S3D) sensation without using the parallax disparity between an image pair. S3D relies on a combination of cues to generate a feeling of depth, but ...
  • Mehta, Soham Uday; Kim, Kihwan; Pajak, Dawid; Pulli, Kari; Kautz, Jan; Ramamoorthi, Ravi (The Eurographics Association, 2015)
    Physically correct rendering of environment illumination has been a long-standing challenge in interactive graphics, since Monte-Carlo ray-tracing requires thousands of rays per pixel. We propose accurate filtering of a ...
  • Guertin, Jean-Philippe; Nowrouzezahrai, Derek (The Eurographics Association, 2015)
    Motion blur is becoming more common in interactive applications such as games and previsualization tools. Here, a common strategy is to approximate motion blur with an image-space post-process, and many recent approaches ...
  • Aalund, Frederik Peter; Frisvad, Jeppe Revall; Bærentzen, Jakob Andreas (The Eurographics Association, 2015)
    A layered depth map is an extension of the well-known depth map used in rasterization. Multiple layered depth maps can be used as a coarse scene representation. We develop two global illumination methods which use said ...
  • Abebe, Mekides Assefa; Pouli, Tania; Kervec, Jonathan; Larabi, Chaker (The Eurographics Association, 2015)
    Limitations of the camera or extreme contrast in scenes can lead to clipped areas in captured images. Irrespective of the cause, color clipping and over-exposure lead to loss of texture and detail, impacting the color ...
  • Manzi, Marco; Kettunen, Markus; Aittala, Miika; Lehtinen, Jaakko; Durand, Frédo; Zwicker, Matthias (The Eurographics Association, 2015)
    Gradient-domain path tracing has recently been introduced as an efficient realistic image synthesis algorithm. This paper introduces a bidirectional gradient-domain sampler that outperforms traditional bidirectional path ...

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