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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). ...
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 ...
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 ...
Pixel Cache Light Tracing
(The Eurographics Association, 2017)
In this paper, we introduce Pixel Cache Light Tracing, which is a new low-noise combination of eye-path and light-path tracing. In the first pass, eye-path vertices are distributed from the observer and stored in a hit ...
RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering
(The Eurographics Association, 2020)
Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid ...
Multi-Layer Alpha Tracing
(The Eurographics Association, 2020)
Rendering many transparent surfaces in real-time is still an open problem. We introduce two techniques for fast transparency rendering with ray tracing hardware, one being exact and the other being approximate but of high ...