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Now showing items 1-7 of 7
The Bounced Z-buffer for Indirect Visibility
(The Eurographics Association, 2015)
Synthesizing images of animated scenes with indirect illumination and glossy materials at interactive frame rates commonly ignores indirect shadows. In this work we extend a class of indirect lighting algorithms that splat ...
Deep Screen Space for Indirect Lighting of Volumes
(The Eurographics Association, 2014)
We present a method to render approximate indirect light transport from surfaces to volumes which is fully dynamic with respect to geometry, the medium and the main light sources, running at interactive speed. This is ...
Bent Normals and Cones in Screen-space
(The Eurographics Association, 2011)
Ambient occlusion (AO) is a popular technique for real-time as well as offline rendering. One of its benefits is a gain in efficiency due to the fact that occlusion and shading are decoupled which results in an average ...
Adaptive Image-space Stereo View Synthesis
(The Eurographics Association, 2010)
Stereo vision is becoming increasingly popular in feature films, visualization and interactive applications such as computer games. However, computation costs are doubled when rendering an individual image for each eye. ...
Virtual Passepartouts
(The Eurographics Association, 2012)
In traditional media, such as photography and painting, a cardboard sheet with a cutout (called passepartout) is frequently placed on top of an image. One of its functions is to increase the depth impression via the ...
Progressive Spectral Ray Differentials
(The Eurographics Association, 2014)
Light travelling though refractive objects can lead to beautiful colourful illumination patterns resulting from dispersion on the object interfaces. While this can be accurately simulated by stochastic Monte-Carlo methods, ...
Real-time Reflective and Refractive Novel-view Synthesis
(The Eurographics Association, 2014)
We extend novel-view image synthesis from the common diffuse and opaque image formation model to the reflective and refractive case. Our approach uses a ray tree of RGBZ images, where each node contains one RGB light path ...