Dublin, Ireland, June 22–24, 2016
Full Papers (CGF35-4)


Capturing Nature
Single-shot Layered Reflectance Separation Using a Polarized Light Field Camera
Jaewon Kim, Shahram Izadi, and Abhijeet Ghosh
Into the Pipeline
4D-rasterization for Fast Soft Shadow Rendering
Lili Wang, Qi Zhao, Chunlei Meng, and Voicu Popescu
Local Shape Editing at the Compositing Stage
Carlos Jorge Zubiaga, Gael Guennebaud, Romain Vergne, and Pascal Barla
Looking Through Surfaces
Shape Depiction for Transparent Objects with Bucketed k-Buffer
David Murray, Jerome Baril, and Xavier Granier
Faster Rendering
Fast Shadow Map Rendering for Many-Lights Settings
Kai Selgrad, Jonas Müller, Christian Reintges, and Marc Stamminger
Materials at all Scales
A Robust and Flexible Real-Time Sparkle Effect
Beibei Wang and How Bowles
Additional Progress Towards the Unification of Microfacet and Microflake Theories
Jonathan Dupuy, Eric Heitz, and Eugene d'Eon
A General Micro-flake Model for Predicting the Appearance of Car Paint
Serkan Ergun, Sermet Önel, and Aydin Ozturk
Acceleration Techniques
Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals
Frédéric Mora, Julien Gerhards, Lilian Aveneau, and Djamchid Ghazanfarpour
Node Culling Multi-Hit BVH Traversal
Christiaan Gribble
Light Transport
Subdivision Next-Event Estimation for Path-Traced Subsurface Scattering
David Koerner, Jan Novak, Peter Kutz, Ralf Habel, and Wojciech Jarosz
Bi-Directional Polarised Light Transport
Michal Mojzík, Tomáš Skřivan, Alexander Wilkie, and Jaroslav Křivánek
Point-Based Light Transport for Participating Media with Refractive Boundaries
Beibei Wang, Jean-Dominique Gascuel, and Nicolas Holzschuch

Recent Submissions

  • Point-Based Light Transport for Participating Media with Refractive Boundaries 

    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 ...
  • Bi-Directional Polarised Light Transport 

    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 ...
  • Subdivision Next-Event Estimation for Path-Traced Subsurface Scattering 

    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 ...
  • Node Culling Multi-Hit BVH Traversal 

    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 ...
  • Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals 

    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 ...
  • A General Micro-flake Model for Predicting the Appearance of Car Paint 

    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 ...
  • A Robust and Flexible Real-Time Sparkle Effect 

    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 ...
  • Fast Shadow Map Rendering for Many-Lights Settings 

    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 ...
  • Additional Progress Towards the Unification of Microfacet and Microflake Theories 

    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 ...
  • Shape Depiction for Transparent Objects with Bucketed k-Buffer 

    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 ...
  • 4D-rasterization for Fast Soft Shadow Rendering 

    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 ...
  • Single-shot Layered Reflectance Separation Using a Polarized Light Field Camera 

    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 ...
  • Local Shape Editing at the Compositing Stage 

    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 ...
  • SR Experimental Ideas and Implementations 2016: Frontmatter 

    Elmar Eisemann; Eugene Fiume (Eurographics Association, 2016)