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Now showing items 11-20 of 33
A Quadrilateral Rendering Primitive
(The Eurographics Association, 2004)
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used ...
Towards a Principled Kernel Prediction for Spatially Varying BSSRDFs
(The Eurographics Association, 2018)
While the modeling of sub-surface translucency using homogeneous BSSRDFs is an established industry standard, applying the same approach to heterogeneous materials is predominantly heuristical. We propose a more principled ...
A Simple Diffuse Fluorescent BBRRDF Model
(The Eurographics Association, 2018)
Fluorescence - the effect of a photon being absorbed at one wavelength and re-emitted at another - is present in many common materials such as clothes and paper. Yet there has been little research in rendering or modeling ...
Extracting Microfacet-based BRDF Parameters from Arbitrary Materials with Power Iterations
(The Eurographics Association and John Wiley & Sons Ltd., 2015)
We introduce a novel fitting procedure that takes as input an arbitrary material, possibly anisotropic, and automatically converts it to a microfacet BRDF. Our algorithm is based on the property that the distribution of ...
Linear Transport Theory and Applications to Rendering
(The Eurographics Association, 2014)
In this talk, I will give an overview of one-dimensional Linear Transport Theory, which concerns itself with the study of random scattering and absorption processes and the inference of large-scale behavior from simple ...
Art-Directed Muscle Simulation for High-End Facial Animation
(The Eurographics Association, 2016)
We propose a new framework for the simulation of facial muscle and flesh that so significantly improves the technique that it allows for immediate mainstream use of anatomically and biomechanically accurate muscle models ...
MCFTLE: Monte Carlo Rendering of Finite-Time Lyapunov Exponent Fields
(The Eurographics Association and John Wiley & Sons Ltd., 2016)
Traditionally, Lagrangian fields such as finite-time Lyapunov exponents (FTLE) are precomputed on a discrete grid and are ray casted afterwards. This, however, introduces both grid discretization errors and sampling errors ...
Photon Splatting Using a View-Sample Cluster Hierarchy
(The Eurographics Association, 2016)
Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the ...
Masked Software Occlusion Culling
(The Eurographics Association, 2016)
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling ...
Constrained Neighbor Lists for SPH-based Fluid Simulations
(The Eurographics Association, 2016)
In this paper we present a new approach to create neighbor lists with strict memory bounds for incompressible Smoothed Particle Hydrodynamics (SPH) simulations. Our proposed approach is based on a novel efficient ...