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Browsing by Author "Tokuyoshi, Yusuke"

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    Multi-Fragment Rendering for Glossy Bounces on the GPU
    (The Eurographics Association, 2022) Yoshimura, Atsushi; Tokuyoshi, Yusuke; Harada, Takahiro; Ghosh, Abhijeet; Wei, Li-Yi
    Multi-fragment rendering provides additional degrees of freedom in postprocessing. It allows us to edit images rendered with antialiasing, motion blur, depth of field, and transparency. To store multiple fragments, relationships between pixels and scene elements are often encoded into an existing image format. Most multi-fragment rendering systems, however, take into account only directly visible fragments on primary rays. The pixel coverage of indirectly visible fragments on reflected or refracted rays has not been well discussed. In this paper, we extend the generation of multiple fragments to support the indirect visibility in multiple bounces, which is often required by artists for image manipulation in productions. Our method is compatible with an existing multi-fragment image format such as Cryptomatte, and does not need any additional ray traversals during path tracing.
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    Stochastic Light Culling for Single Scattering in Participating Media
    (The Eurographics Association, 2022) Fujieda, Shin; Tokuyoshi, Yusuke; Harada, Takahiro; Pelechano, Nuria; Vanderhaeghe, David
    We introduce a simple but efficient method to compute single scattering from point and arbitrarily shaped area light sources in participating media. Our method extends the stochastic light culling method to volume rendering by considering the intersection of a ray and spherical bounds of light influence ranges. For primary rays, this allows simple computation of the lighting in participating media without hierarchical data structures such as a light tree. First, we show how to combine equiangular sampling with the proposed light culling method in a simple case of point lights. We then apply it to arbitrarily shaped area lights by considering virtual point lights on the surface of area lights. Using our method, we are able to improve the rendering quality for scenes with many lights without tree construction and traversal.

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