Rendering - Experimental Ideas & Implementations

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Rendering - Experimental Ideas & Implementations

 

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  • Yang, Xin; Liu, Qi; Yin, Baocai; Zhang, Qiang; Zhou, Dongsheng; Wei, Xiaopeng (The Eurographics Association, 2017)
    We present a k-d tree construction algorithm designed to accelerate rendering of scenes with motion blur, in application scenarios where a k-d tree is either required or desired. Our associated data structure focuses on ...
  • Calabrese, Claudio; Fratarcangeli, Marco; Pellacini, Fabio (The Eurographics Association, 2017)
    Many real world materials have a stratified structure, composed by the proximity and the interaction of multiple highly-detailed layers. Example of these materials are peeling paint, old tree bark and rusted metals. While ...
  • Shi, Weiqi; Wang, Zeyu; Sezgin, Metin; Dorsey, Julie; Rushmeier, Holly (The Eurographics Association, 2017)
    Material design is the process by which artists or designers set the appearance properties of virtual surface to achieve a desired look. This process is often conducted in a virtual synthetic environment however, advances ...
  • Sun, Weilun; Sun, Xin; Carr, Nathan A.; Nowrouzezahrai, Derek; Ramamoorthi, Ravi (The Eurographics Association, 2017)
    Recently, gradient-domain rendering techniques have shown great promise in reducing Monte Carlo noise and improving overall rendering efficiency. However, all existing gradient-domain methods are built exclusively on top ...
  • Tessari, Lorenzo; Hanika, Johannes; Dachsbacher, Carsten (The Eurographics Association, 2017)
    In physically-based image synthesis, the path space of light transport paths is usually explored by stochastic sampling. The two main families of algorithms are Monte Carlo/quasi-Monte Carlo sampling and Markov chain Monte ...
  • Hachisuka, Toshiya; Georgiev, Iliyan; Jarosz, Wojciech; Křivánek, Jaroslav; Nowrouzezahrai, Derek (The Eurographics Association, 2017)
    We propose an extension of the path integral formulation amenable to the expression of volumetric light transport with photon beam estimates. Our main contribution is a generalization of Hachisuka et al.'s extended path ...
  • Woestijne, Joran Van de; Frederickx, Roald; Billen, Niels; Dutré, Philip (The Eurographics Association, 2017)
    Metropolis Light Transport is a powerful global illumination algorithm, yet it has some issues that make it less suitable for animation rendering. Due to the algorithm's local exploration of path space, difficult light ...
  • Dubouchet, Renaud Adrien; Belcour, Laurent; Nowrouzezahrai, Derek (The Eurographics Association, 2017)
    We propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling ...
  • Bokšanský, Jakub; Pospíšil, Adam; Bittner, Jiří (The Eurographics Association, 2017)
    Ambient occlusion is one of the commonly used methods to increase visual fidelity in real-time rendering applications. We propose several extensions of the recently introduced volumetric ambient occlusion method. These ...
  • Iwanicki, Michal; Sloan, Peter-Pike (The Eurographics Association, 2017)
    We present a family of basis functions designed to accurately and efficiently represent illumination signals on the unit sphere. The bases are built of locally supported functions, needing three to six basis functions in ...
  • Buchacher, Arend; Erdt, Marius (The Eurographics Association, 2017)
    Stereoscopic rendering of volume data for virtual reality applications is costly, as the computation complexity virtually doubles compared to common monoscopic rendering. This paper presents a single-pass stereoscopic GPU ...
  • Lessig, Christian (The Eurographics Association, 2017)
    Anti-aliasing on the image plane is a classic problems in computer graphics. While mip-mapping provides an efficient means to pre-filter texture information, no comparable technique exists for visibility. We address ...
  • Zwicker, Matthias; Sander, Pedro (Eurographics Association, 2017)
  • 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 ...

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