Search
Now showing items 1-10 of 25
Grid-Free Surface Tracking on the GPU
(The Eurographics Association, 2015)
We present the first mesh-based surface tracker that runs entirely on the GPU. The surface tracker is both completely grid-free and fast which makes it suitable for the use in a large, unbounded domain. The key idea for ...
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 ...
Interactive Global Illumination Effects Using Deterministically Directed Layered Depth Maps
(The Eurographics Association, 2015)
A layered depth map is an extension of the well-known depth map used in rasterization. Multiple layered depth maps can be used as a coarse scene representation. We develop two global illumination methods which use said ...
Efficient Visibility Heuristics for kd-trees Using the RTSAH
(The Eurographics Association, 2015)
Acceleration data structures such as kd-trees aim at reducing the per-ray cost which is crucial for rendering performance. The de-facto standard for constructing kd-trees, the Surface Area Heuristic (SAH), does not take ...
Filtering Environment Illumination for Interactive Physically-Based Rendering in Mixed Reality
(The Eurographics Association, 2015)
Physically correct rendering of environment illumination has been a long-standing challenge in interactive graphics, since Monte-Carlo ray-tracing requires thousands of rays per pixel. We propose accurate filtering of a ...
MBVH Child Node Sorting for Fast Occlusion Test
(The Eurographics Association, 2015)
Optimal BVH layout differs among ray types. To accelerate shadow rays, the use of a specialized traversal order, optionally with an additional data structure has been proposed. In this paper we show how sorting child nodes ...
A New Force Model for Controllable Breaking Waves
(The Eurographics Association, 2015)
This paper presents a new method for controlling swells and breaking waves using fluid solvers. With conventional approaches that generate waves by pushing particles with oscillating planes, the resulting waves cannot be ...
Level-of-Detail for Production-Scale Path Tracing
(The Eurographics Association, 2015)
Path-traced global illumination (GI) becomes increasingly important in movie production. With offscreen elements considerably contributing to the path traced image, geometric complexity increases drastically, requiring ...
Vascular Neurosurgery Simulation with Bimanual Haptic Feedback
(The Eurographics Association, 2015)
Virtual surgical simulators face many computational challenges: they need to provide biophysical accuracy, realistic feed-backs and high-rate responses. Better biophysical accuracy and more realistic feed-backs (be they ...
Accelerating Graph-based Path Planning Through Waypoint Clustering
(The Eurographics Association, 2015)
Modern Computer Graphics applications commonly feature very large virtual environments and diverse characters which perform different kinds of motions. To accelerate path planning in such scenario, we propose subregion ...