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Memory-Efficient On-The-Fly Voxelization of Particle Data
(The Eurographics Association, 2015)
In this paper we present a novel GPU-friendly real-time voxelization technique for rendering homogeneous media that is defined by particles, e.g. fluids obtained from particle-based simulations such as Smoothed Particle ...
Spectral Rendering with the Bounded MESE and sRGB Data
(The Eurographics Association, 2019)
In a recent journal paper, we introduced a technique to represent reflectance spectra by an arbitrary number of Fourier coefficients. As a special case, we converted tristimulus data to three Fourier coefficients. After ...
Precomputing Sound Scattering for Structured Surfaces
(The Eurographics Association, 2014)
Room acoustic simulations commonly use simple models for sound scattering on surfaces in the scene. However, the continuing increase of available parallel computing power makes it possible to apply more sophisticated models. ...
Clustered Pre-convolved Radiance Caching
(The Eurographics Association, 2014)
We present a scalable method for rendering indirect illumination in diffuse and glossy scenes. Our method builds on pre-convolved radiance caching (RC), which enables reusing the incident radiance computed at a surface ...
Stochastic Soft Shadow Mapping
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
In this paper, we extend the concept of pre-filtered shadow mapping to stochastic rasterization, enabling real-time rendering of soft shadows from planar area lights. Most existing soft shadow mapping methods lose important ...
Improved Half Vector Space Light Transport
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
In this paper, we present improvements to half vector space light transport (HSLT) [KHD14], which make this approach more practical, robust for difficult input geometry, and faster. Our first contribution is the computation ...
Lightcut Interpolation
(The Eurographics Association, 2016)
Many-light rendering methods replace multi-bounce light transport with direct lighting from many virtual point light sources to allow for simple and efficient computation of global illumination. Lightcuts build a hierarchy ...
Progressive Virtual Beam Lights
(The Eurographics Association and Blackwell Publishing Ltd., 2012)
A recent technique that forms virtual ray lights (VRLs) from path segments in media, reduces the artifacts common to VPL approaches in participating media, however, distracting singularities still remain. We present Virtual ...
Improving Spectral Upsampling with Fluorescence
(The Eurographics Association, 2020)
Modern photorealistic rendering simulates spectral behaviour of light. Since many assets are still created in different RGB color spaces, spectral upsampling of the RGB colors to a spectral representation is required to ...