Now showing items 10-13 of 13

    • Single-Pass Stereoscopic GPU Ray Casting Using Re-Projection Layers 

      Buchacher, Arend; Erdt, Marius (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 ...
    • sLayer: a System for Multi-Layered Material Sculpting 

      Calabrese, Claudio; Fratarcangeli, Marco; Pellacini, Fabio (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 ...
    • Temporal Coherence for Metropolis Light Transport 

      Woestijne, Joran Van de; Frederickx, Roald; Billen, Niels; Dutré, Philip (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 ...
    • VAO++: Practical Volumetric Ambient Occlusion for Games 

      Bokšanský, Jakub; Pospíšil, Adam; Bittner, Jiří (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 ...