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Quantifying the Error of Light Transport Algorithms
(The Eurographics Association and John Wiley & Sons Ltd., 2019)
This paper proposes a new methodology for measuring the error of unbiased physically based rendering algorithms. The current state of the art includes mean squared error (MSE) based metrics and visual comparisons of ...
Interactive Visualization of Flood and Heavy Rain Simulations
(The Eurographics Association and John Wiley & Sons Ltd., 2019)
In this paper, we present a real-time technique to visualize large-scale adaptive height fields with C1-continuous surface reconstruction. Grid-based shallow water simulation is an indispensable tool for interactive flood ...
View-Dependent Impostors for Architectural Shape Grammars
(The Eurographics Association, 2021)
Procedural generation has become a key component in satisfying a growing demand for ever-larger, highly detailed geometry in realistic, open-world games and simulations. In this paper, we present our work towards a new ...
StretchDenoise: Parametric Curve Reconstruction with Guarantees by Separating Connectivity from Residual Uncertainty of Samples
(The Eurographics Association, 2018)
We reconstruct a closed denoised curve from an unstructured and highly noisy 2D point cloud. Our proposed method uses a two-pass approach: Previously recovered manifold connectivity is used for ordering noisy samples along ...
Temporally Stable Content-Adaptive and Spatio-Temporal Shading Rate Assignment for Real-Time Applications
(The Eurographics Association, 2021)
We propose two novel methods to improve the efficiency and quality of real-time rendering applications: Texel differential-based content-adaptive shading (TDCAS) and spatio-temporally filtered adaptive shading (STeFAS). ...
VMV 2019: Frontmatter
(Eurographics Association, 2019)
Fast Out-of-Core Octree Generation for Massive Point Clouds
(The Eurographics Association and John Wiley & Sons Ltd., 2020)
We propose an efficient out-of-core octree generation method for arbitrarily large point clouds. It utilizes a hierarchical counting sort to quickly split the point cloud into small chunks, which are then processed in ...
Progressive Real-Time Rendering of One Billion Points Without Hierarchical Acceleration Structures
(The Eurographics Association and John Wiley & Sons Ltd., 2020)
Research in rendering large point clouds traditionally focused on the generation and use of hierarchical acceleration structures that allow systems to load and render the smallest fraction of the data with the largest ...
Photorealistic Material Editing Through Direct Image Manipulation
(The Eurographics Association and John Wiley & Sons Ltd., 2020)
Creating photorealistic materials for light transport algorithms requires carefully fine-tuning a set of material properties to achieve a desired artistic effect. This is typically a lengthy process that involves a trained ...
Conservative Meshlet Bounds for Robust Culling of Skinned Meshes
(The Eurographics Association and John Wiley & Sons Ltd., 2021)
Following recent advances in GPU hardware development and newly introduced rendering pipeline extensions, the segmentation of input geometry into small geometry clusters-so-called meshlets-has emerged as an important ...