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Modified Filtered Importance Sampling for Virtual Spherical Gaussian Lights
(The Eurographics Association, 2016)
This paper proposes a modification of the filtered importance sampling (FIS) method, and improves the quality of virtual spherical Gaussian light (VSGL) based real-time glossy indirect illumination using this modification. ...
Automatic Aesthetics-based Lighting Design with Global Illumination
(The Eurographics Association, 2014)
In computer graphics, lighting plays an important role in the appearance of a scene. A change in the configuration of light sources can lead to different aesthetics in the final rendered image. Lighting design becomes ...
Visibility Filtering for Producing Indirect Illumination
(The Eurographics Association, 2014)
Indirect illumination is one of the most visually significant effects for a synthesized image. In order to render such effects at interactive rates, it is important to resolve the visibility between surfaces efficiently. ...
Local Detail Enhancement for Volume Rendering under Global Illumination
(The Eurographics Association, 2016)
We present a novel method for realistic perception enhanced volume rendering. Compared with traditional lighting systems, that either tend to eliminate important local shapes and details in volume data or cannot offer ...
Adaptive Measurement of Anisotropic Material Appearance
(The Eurographics Association, 2017)
We present a practical adaptive method for acquisition of the anisotropic BRDF. It is based on a sparse adaptive measurement of the complete four-dimensional BRDF space by means of one-dimensional slices which form a sparse ...
Perceptually Optimised Illumination for Seamless Composites
(The Eurographics Association, 2014)
Realistic illumination in composition is important for a seamless mixture between the virtual and real world objects in visual effects and mixed reality. The seamlessness is the measure of how perceivably apparent the ...
Fast Random Sampling of Triangular Meshes
(The Eurographics Association, 2013)
We present a simple and fast algorithm for generating randomly distributed points on a triangle mesh with probability density specified by a two-dimensional texture. Efficiency is achieved by resampling the density texture ...