Now showing items 1-14 of 14

    • Efficient Ray Tracing Through Aspheric Lenses and Imperfect Bokeh Synthesis 

      Joo, Hyuntae; Kwon, Soonhyeon; Lee, Sangmin; Eisemann, Elmar; Lee, Sungkil (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present an efficient ray-tracing technique to render bokeh effects produced by parametric aspheric lenses. Contrary to conventional spherical lenses, aspheric lenses do generally not permit a simple closed-form solution ...
    • Forward Light Cuts: A Scalable Approach to Real-Time Global Illumination 

      Laurent, Gilles; Delalandre, Cyril; Rivière, Grégoire de La; Boubekeur, Tamy (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We present Forward Light Cuts, a novel approach to real-time global illumination using forward rendering techniques. We focus on unshadowed diffuse interactions for the first indirect light bounce in the context of large ...
    • Sparse High-degree Polynomials for Wide-angle Lenses 

      Schrade, Emanuel; Hanika, Johannes; Dachsbacher, Carsten (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Rendering with accurate camera models greatly increases realism and improves the match of synthetic imagery to real-life footage. Photographic lenses can be simulated by ray tracing, but the performance depends on the ...
    • A Phenomenological Model for Throughfall Rendering in Real-time 

      Weber, Yoann; Jolivet, Vincent; Gilet, Guillaume; Nanko, Kazuki; Ghazanfarpour, Djamchid (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      This paper aims at rendering interactive visual effects inherent to complex interactions between trees and rain in real-time in order to increase the realism of natural rainy scenes. Such a complex phenomenon involves a ...
    • Product Importance Sampling for Light Transport Path Guiding 

      Herholz, Sebastian; Elek, Oskar; Vorba, Jiří; Lensch, Hendrik; Křivánek, Jaroslav (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      The efficiency of Monte Carlo algorithms for light transport simulation is directly related to their ability to importance-sample the product of the illumination and reflectance in the rendering equation. Since the optimal ...
    • Parallel Multiple-Bounce Irradiance Caching 

      Jones, Nathaniel L.; Reinhart, Christoph F. (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Building designers rely on predictive rendering techniques to design naturally and artificially lit environments. However, despite decades of work on the correctness of global illumination rendering techniques, our ability ...
    • Line Sampling for Direct Illumination 

      Billen, Niels; Dutré, Philip (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Computing direct illumination efficiently is still a problem of major significance in computer graphics. The evaluation involves an integral over the surface areas of the light sources in the scene. Because this integral ...
    • Solid Angle Sampling of Disk and Cylinder Lights 

      Gamito, Manuel N. (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      A new unbiased sampling approach is presented, which allows the direct illumination from disk and cylinder light sources to be sampled with a uniform probability distribution within their solid angles, as seen from each ...
    • Eurographics Symposium on Rendering 2016: Frontmatter 

      Elmar Eisemann; Eugene Fiume (The Eurographics Association and John Wiley & Sons Ltd., 2016)
    • Perceptually Motivated BRDF Comparison using Single Image 

      Havran, Vlastimil; Filip, Jiri; Myszkowski, Karol (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Surface reflectance of real-world materials is now widely represented by the bidirectional reflectance distribution function (BRDF) and also by spatially varying representations such as SVBRDF and the bidirectional texture ...
    • Improving the Dwivedi Sampling Scheme 

      Meng, Johannes; Hanika, Johannes; Dachsbacher, Carsten (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      Despite recent advances in Monte Carlo rendering techniques, dense, high-albedo participating media such as wax or skin still remain a difficult problem. In such media, random walks tend to become very long, but may still ...
    • Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering 

      Stengel, Michael; Grogorick, Steve; Eisemann, Martin; Magnor, Marcus (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 

      Bitterli, Benedikt; Rousselle, Fabrice; Moon, Bochang; Iglesias-Guitian, Jose A.; Adler, David; Mitchell, Kenny; Jarosz, Wojciech; Novak, Jan (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 

      Manson, Josiah; Sloan, Peter-Pike (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 ...