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Now showing items 11-13 of 13
Per-Vertex Defocus Blur for Stochastic Rasterization
(The Eurographics Association and Blackwell Publishing Ltd., 2012)
We present user-controllable and plausible defocus blur for a stochastic rasterizer. We modify circle of confusion coefficients per vertex to express more general defocus blur, and show how the method can be applied to ...
Texture Compression of Light Maps using Smooth Profile Functions
(The Eurographics Association, 2010)
Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, ...
Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays
(ACM Siggraph, 2015)
Stereo rendering for 3D displays and for virtual reality headsets provide several visual cues, including convergence angle and highlight disparity. The human visual system interprets these cues to estimate surface properties ...