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Implicit Incompressible SPH on the GPU
(The Eurographics Association, 2015)
This paper presents CUDA-based parallelization of implicit incompressible SPH (IISPH) on the GPU. Along with the detailed exposition of our implementation, we analyze various components involved for their costs. We show ...
Practical Shading of Height Fields and Meshes using Spherical Harmonic Exponentiation
(The Eurographics Association, 2015)
Interactively computing smooth shading effects from environmental lighting, such as soft shadows and glossy reflections, is a challenge in scenes with dynamic objects. We present a method to efficiently approximate these ...
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 ...
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 ...
Stereo from Shading
(The Eurographics Association, 2015)
We present a new method for creating and enhancing the stereoscopic 3D (S3D) sensation without using the parallax disparity between an image pair. S3D relies on a combination of cues to generate a feeling of depth, but ...
Practical Rendering of Thin Layered Materials with Extended Microfacet Normal Distributions
(The Eurographics Association, 2015)
We propose a practical reflectance model for rendering thin transparent layers with different sides varying in roughness and levels of gloss. To capture the effect of subsurface reflection, previous methods rely on importance ...