Now showing items 1-20 of 90

    • Adaptive Sampling for Geometry-aware Reconstruction Filters 

      Bauszat, Pablo; Eisemann, Martin; Magnor, Marcus (The Eurographics Association, 2011)
      We present an adaptive sampling scheme for Monte-Carlo-based renderers with the aim to support geometryaware filtering techniques for interactive computation of global illumination. While sophisticated filtering techniques ...
    • Analysis of Cache Behavior and Performance of Different BVH Memory Layouts for Tracing Incoherent Rays 

      Wodniok, Dominik; Schulz, Andre; Widmer, Sven; Goesele, Michael (The Eurographics Association, 2013)
      With CPUs moving towards many-core architectures and GPUs becoming more general purpose architectures, path tracing can now be well parallelized on commodity hardware. While parallelization is trivial in theory, properties ...
    • Atomistic Visualization of Mesoscopic Whole-Cell Simulations 

      Falk, Martin; Krone, Michael; Ertl, Thomas (The Eurographics Association, 2012)
      Molecular visualizations are a principal tool for analyzing the results of biochemical simulations. With modern GPU ray casting approaches it is only possible to render several millions of atoms at interactive frame rates ...
    • Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal 

      Liktor, Gabor; Vaidyanathan, Karthik (The Eurographics Association, 2016)
      The memory footprint of bounding volume hierarchies (BVHs) can be significantly reduced using incremental encoding, which enables the coarse quantization of bounding volumes. However, this compression alone does not ...
    • Bidirectional Rendering of Polarized Light Transport 

      Jarabo, Adrian; Gutierrez, Diego (The Eurographics Association, 2016)
      On the foundations of many rendering algorithm is the symmetry between the path traversed by light and its adjoint from the camera. However, several effects, including polarization or fluorescence, break that symmetry and ...
    • C++ Compile Time Polymorphism for Ray Tracing 

      Zellmann, Stefan; Lang, Ulrich (The Eurographics Association, 2017)
      Reducing the amount of conditional branching instructions in innermost loops is crucial for high performance code on contemporary hardware architectures. In the context of ray tracing algorithms, typical examples for ...
    • Decoupled Space and Time Sampling of Motion and Defocus Blur for Unified Rendering of Transparent and Opaque Objects 

      Widmer, Sven; Wodniok, Dominik; Thul, Daniel; Guthe, Stefan; Goesele, Michael (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of the ...
    • Design of a Fast Voxel Processor for Parallel Volume Visualization 

      Lichtennann, Jan (The Eurographics Association, 1995)
      The basics of a parallel real-time volume visualization architecture are introduced. Volume data is divided into subcubes that are dis­ tributed among multiple image processors and stored in their pri­ vate voxel memories. ...
    • Direct Raytracing of Particle-based Fluid Surfaces Using Anisotropic Kernels 

      Biedert, Tim; Sohns, Jan-Tobias; Schröder, Simon; Amstutz, Jefferson; Wald, Ingo; Garth, Christoph (The Eurographics Association, 2018)
      Particle-based simulation models have assumed a significant role in the numerical computation of high-fidelity transient flow and continuum mechanical problems. However, direct visualization of surfaces from particle data ...
    • DIRT: Deferred Image-based Ray Tracing 

      Vardis, Konstantinos; Vasilakis, Andreas-Alexandros; Papaioannou, Georgios (The Eurographics Association, 2016)
      We introduce a novel approach to image-space ray tracing ideally suited for the photorealistic synthesis of fully dynamic environments at interactive frame rates. Our method, designed entirely on the rasterization pipeline, ...
    • Discovering New Monte Carlo Noise Filters with Genetic Programming 

      Kán, Peter; Davletaliyev, Maxim; Kaufmann, Hannes (The Eurographics Association, 2017)
      This paper presents a novel method for the discovery of new analytical filters suitable for filtering of noise in Monte Carlo rendering. Our method utilizes genetic programming to evolve the set of analytical filtering ...
    • Efficient BVH Construction via Approximate Agglomerative Clustering 

      Gu, Yan; He, Yong; Fatahalian, Kayvon; Blelloch, Guy (ACM, 2013)
      We introduce Approximate Agglomerative Clustering (AAC), an efficient, easily parallelizable algorithm for generating high-quality bounding volume hierarchies using agglomerative clustering. The main idea of AAC is to ...
    • Efficient Visibility Heuristics for kd-trees Using the RTSAH 

      Moulin, Matthias; Billen, Niels; Dutré, Philip (The Eurographics Association, 2015)
      Acceleration data structures such as kd-trees aim at reducing the per-ray cost which is crucial for rendering performance. The de-facto standard for constructing kd-trees, the Surface Area Heuristic (SAH), does not take ...
    • An Energy and Bandwidth Efficient Ray Tracing Architecture 

      Kopta, Daniel; Shkurko, Konstantin; Spjut, Josef; Brunvand, Erik; Davis, Al (ACM, 2013)
      We propose two hardware mechanisms to decrease energy consumption on massively parallel graphics processors for ray tracing while keeping performance high. First, we use a streaming data model and configure part of the L2 ...
    • An Error Estimation Framework for Many-Light Rendering 

      Nabata, Kosuke; Iwasaki, Kei; Dobashi, Yoshinori; Nishita, Tomoyuki (The Eurographics Association and John Wiley & Sons Ltd., 2016)
      The popularity of many-light rendering, which converts complex global illumination computations into a simple sum of the illumination from virtual point lights (VPLs), for predictive rendering has increased in recent years. ...
    • Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur 

      Woop, Sven; Benthin, Carsten; Wald, Ingo; Johnson, Gregory S.; Tabellion, Eric (The Eurographics Association, 2014)
      Hair and fur typically consist of a large number of thin, curved, and densely packed strands which are difficult to ray trace efficiently. A tight fitting spatial data structure, such as a bounding volume hierarchy (BVH), ...
    • Fast Parallel Construction of High-Quality Bounding Volume Hierarchies 

      Karras, Tero; Aila, Timo (ACM, 2013)
      We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarchies (BVHs) for ray tracing. The algorithm is based on modifying an existing BVH to improve its quality, and executes in ...
    • Faster Ray-Traced Shadows for Hybrid Rendering of Fully Dynamic Scenes by Pre-BVH Culling 

      Selgrad, Kai; Müller, Jonas; Stamminger, Marc (The Eurographics Association, 2015)
      With ever increasing ray traversal and hierarchy construction performance the application of ray tracing to problems often tackled by rasterization-based algorithms is becoming a viable alternative. This is especially ...
    • General and Robust Error Estimation and Reconstruction for Monte Carlo Rendering 

      Bauszat, Pablo; Eisemann, Martin; Eisemann, Elmar; Magnor, Marcus (The Eurographics Association and John Wiley & Sons Ltd., 2015)
      Adaptive filtering techniques have proven successful in handling non-uniform noise in Monte-Carlo rendering approaches. A recent trend is to choose an optimal filter per pixel from a selection of non spatially-varying ...
    • Generating Coherent Ray Directions in Path Tracing 

      Torres, Roberto; Martín, Pedro J.; Gavilanes, Antonio (The Eurographics Association, 2012)
      The quality of the images produced by a global illumination rendering engine is highly connected to the number of paths that are randomly generated from the camera to the light sources. Graphics Processing Units (GPUs) ...