Now showing items 1-14 of 14

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

      Elmar Eisemann; Eugene Fiume (Eurographics Association, 2016)
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...