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An Improved Multiple Importance Sampling Heuristic for Density Estimates in Light Transport Simulations
(The Eurographics Association, 2018)
Vertex connection and merging (VCM) is one of the most robust light transport simulation algorithms developed so far. It combines bidirectional path tracing with photon mapping using multiple importance sampling (MIS). ...
Fast and Lightweight Path Guiding Algorithm on GPU
(The Eurographics Association, 2021)
We propose a simple, yet practical path guiding algorithm that runs on GPU. Path guiding renders photo-realistic images by simulating the iterative bounces of rays, which are sampled from the radiance distribution. The ...
Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications
(The Eurographics Association, 2021)
We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. ...
Compressed Bounding Volume Hierarchies for Efficient Ray Tracing of Disperse Hair
(The Eurographics Association, 2018)
Ray traced human hair is becoming more and more ubiquitous in photorealistic image synthesis. Despite hierarchical data structures for accelerated ray tracing, performance suffers from the bad separability inherent with ...
Web-based Volume Rendering using Progressive Importance-based Data Transfer
(The Eurographics Association, 2018)
WebGL 2.0 makes it possible to implement efficient volume rendering that runs in browsers using 3D textures and complex fragment shaders. However, a typical bottleneck for web-based volume rendering is the size of the ...
LiteMaker: Interactive Luminaire Development using Progressive Photon Tracing and Multi-Resolution Upsampling
(The Eurographics Association, 2017)
Industrial applications like luminaire development (the creation of a luminaire in terms of geometry and material) or lighting design (the efficient and aesthetic placement of luminaires in a virtual scene) rely heavily ...
EMCA: Explorer of Monte Carlo based Algorithms
(The Eurographics Association, 2021)
Debugging or analyzing the performance of global illumination algorithms is a challenging task due to the complex path-scene interaction and numerous places where errors and programming bugs can occur. We present a novel, ...
Spherical Blue Noise
(The Eurographics Association, 2018)
We present a physically based method which generates unstructured uniform point set directly on the S2-sphere. Spherical uniform point sets are useful for illumination sampling in Quasi Monte Carlo (QMC) rendering but it ...
Impulse Responses for Precomputing Light from Volumetric Media
(The Eurographics Association, 2019)
Modern interactive rendering can rely heavily on precomputed static lighting on surfaces and in volumes. Scattering from volumetric media can be similarly treated using precomputation, but transport from volumes onto ...
Real-time Monte Carlo Denoising with the Neural Bilateral Grid
(The Eurographics Association, 2020)
Real-time denoising for Monte Carlo rendering remains a critical challenge with regard to the demanding requirements of both high fidelity and low computation time. In this paper, we propose a novel and practical deep ...