Search
Now showing items 31-40 of 262
Analysis of Cache Behavior and Performance of Different BVH Memory Layouts for Tracing Incoherent Rays
(The Eurographics Association, 2013)
With CPUs moving towards many-core architectures and GPUs becoming more general purpose architectures, path tracing can now be well parallelized on commodity hardware. While parallelization is trivial in theory, properties ...
Partial 3D Object Retrieval combining Local Shape Descriptors with Global Fisher Vectors
(The Eurographics Association, 2015)
This work introduces a partial 3D object retrieval method, applicable on both meshes and point clouds, which is based on a hybrid shape matching scheme combining local shape descriptors with global Fisher vectors. The ...
Comparative Study of Layered Material Models
(The Eurographics Association, 2019)
The accurate reproduction of layered materials is an important part of physically-based rendering applications. Since no exact analytical model exists for any configuration of layer stacks, available models make approximations. ...
Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps
(The Eurographics Association and Blackwell Publishing Ltd., 2013)
We propose a new adaptive algorithm for determining virtual point lights (VPL) in the scope of real-time instant radiosity methods, which use a limited number of VPLs. The proposed method is based on Metropolis-Hastings ...
Efficient Divide-And-Conquer Ray Tracing using Ray Sampling
(ACM, 2013)
Divide-and-conquer ray tracing (DACRT) methods solve intersection problems between large numbers of rays and primitives by recursively subdividing the problem size until it can be easily solved. Previous DACRT methods ...
Efficient BVH Construction via Approximate Agglomerative Clustering
(ACM, 2013)
We introduce Approximate Agglomerative Clustering (AAC), an efficient, easily parallelizable algorithm for generating high-quality bounding volume hierarchies using agglomerative clustering. The main idea of AAC is to ...
Out-of-Core Construction of Sparse Voxel Octrees
(ACM, 2013)
Voxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few or no scenes are available in ...
Infinite Resolution Textures
(The Eurographics Association, 2016)
We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a ...
Multi-linear Data-Driven Dynamic Hair Model with Efficient Hair-Body Collision Handling
(The Eurographics Association, 2012)
We present a data-driven method for learning hair models that enables the creation and animation of many interactive virtual characters in real-time (for gaming, character pre-visualization and design). Our model has a ...
Physical Space Requirements for Redirected Walking: How Size and Shape Affect Performance
(The Eurographics Association, 2015)
Redirected walking provides a compelling solution to explore large virtual environments in a natural way. However, research literature provides few guidelines regarding trade-offs involved in selecting size and layout for ...