Rendering - Experimental Ideas & Implementations 2017
Helsinki, Finland, June 19 - 21, 2017
Rendering is Everywhere
Controlling and Sampling Visibility Information on the Image Plane
Single-Pass Stereoscopic GPU Ray Casting Using Re-Projection Layers
BRDFs and Illumination
Lighting and Shading
VAO++: Practical Volumetric Ambient Occlusion for Games
Monte Carlo before Coffee
Frequency Based Radiance Cache for Rendering Animations
Temporal Coherence for Metropolis Light Transport
Extended Path Integral Formulation for Volumetric Transport
Monte Carlo after Coffee
Local Quasi-Monte Carlo Exploration
Gradient-Domain Vertex Connection and Merging
Materials and Textures
Material Design in Augmented Reality with In-Situ Visual Feedback
sLayer: a System for Multi-Layered Material Sculpting
k-d Tree Construction Designed for Motion Blur
(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 ...
(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 ...
(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 ...
(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 ...
(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 ...
(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 ...
(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 ...
(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 ...
(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 ...
(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 ...
(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 ...
(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 ...
(Eurographics Association, 2017)