Now showing items 1-11 of 11

    • Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids 

      Hochstetter, Hendrik; Orthmann, Jens; Kolb, Andreas (The Eurographics Association, 2016)
      We present a fast and accurate ray casting technique for unstructured and dynamic particle sets. Our technique focuses on efficient, high quality volume rendering of fluids for computer animation and scientific applications. ...
    • Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal 

      Liktor, Gabor; Vaidyanathan, Karthik (The Eurographics Association, 2016)
      The memory footprint of bounding volume hierarchies (BVHs) can be significantly reduced using incremental encoding, which enables the coarse quantization of bounding volumes. However, this compression alone does not ...
    • DIRT: Deferred Image-based Ray Tracing 

      Vardis, Konstantinos; Vasilakis, Andreas-Alexandros; Papaioannou, Georgios (The Eurographics Association, 2016)
      We introduce a novel approach to image-space ray tracing ideally suited for the photorealistic synthesis of fully dynamic environments at interactive frame rates. Our method, designed entirely on the rasterization pipeline, ...
    • Filtering Distributions of Normals for Shading Antialiasing 

      Kaplanyan, Anton S.; Hill, Stephen; Patney, Anjul; Lefohn, Aaron (The Eurographics Association, 2016)
      High-frequency illumination effects, such as highly glossy highlights on curved surfaces, are challenging to render in a stable manner. Such features can be much smaller than the area of a pixel and carry a high amount of ...
    • GVDB: Raytracing Sparse Voxel Database Structures on the GPU 

      Hoetzlein, Rama Karl (The Eurographics Association, 2016)
      Simulation and rendering of sparse volumetric data have different constraints and solutions depending on the application area. Generating precise simulations and understanding very large data are problems in scientific ...
    • Infinite Resolution Textures 

      Reshetov, Alexander; Luebke, David (The Eurographics Association, 2016)
      We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a ...
    • Lightcut Interpolation 

      Rehfeld, Hauke; Dachsbacher, Carsten (The Eurographics Association, 2016)
      Many-light rendering methods replace multi-bounce light transport with direct lighting from many virtual point light sources to allow for simple and efficient computation of global illumination. Lightcuts build a hierarchy ...
    • Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs 

      Áfra, Attila T.; Benthin, Carsten; Wald, Ingo; Munkberg, Jacob (The Eurographics Association, 2016)
      Accelerating ray traversal on data-parallel hardware architectures has received widespread attention over the last few years, but much less research has focused on efficient shading for ray tracing. This is unfortunate ...
    • Masked Software Occlusion Culling 

      Hasselgren, Jon; Andersson, Magnus; Akenine-Möller, Tomas (The Eurographics Association, 2016)
      Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling ...
    • Photon Splatting Using a View-Sample Cluster Hierarchy 

      Moreau, Pierre; Sintorn, Erik; Kämpe, Viktor; Assarsson, Ulf; Doggett, Michael (The Eurographics Association, 2016)
      Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the ...
    • SVGPU: Real Time 3D Rendering to Vector Graphics Formats 

      Ellis, Apollo I.; Hunt, Warren; Hart, John C. (The Eurographics Association, 2016)
      We focus on the real-time realistic rendering of a 3-D scene to a 2-D vector image. There are several application domains which could benefit substantially from the compact and resolution independent intermediate format ...