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Fast Analytic Soft Shadows from Area Lights
(The Eurographics Association, 2021)
In this paper, we present the first method to analytically compute shading and soft shadows for physically based BRDFs from arbitrary area lights.We observe that for a given shading point, shadowed radiance can be computed ...
Adaptive Multi-view Path Tracing
(The Eurographics Association, 2019)
Rendering photo-realistic image sequences using path tracing and Monte Carlo integration often requires sampling a large number of paths to get converged results. In the context of rendering multiple views or animated ...
Temporal Sample Reuse for Next Event Estimation and Path Guiding for Real-Time Path Tracing
(The Eurographics Association, 2020)
Good importance sampling is crucial for real-time path tracing where only low sample budgets are possible. We present two efficient sampling techniques tailored for massively-parallel GPU path tracing which improve next ...
Planetary Shadow-Aware Distance Sampling
(The Eurographics Association, 2022)
Dusk and dawn scenes have been difficult for brute force path tracers to handle. We identify that a major source of the inefficiency in explicitly path tracing the atmosphere in such conditions stems from wasting samples ...
Stenciled Volumetric Ambient Occlusion
(The Eurographics Association, 2022)
Screen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts ...