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  • Screen Space Approximate Gaussian Hulls 

    Meder, Julian; Brüderlin, Beat (The Eurographics Association, 2018)
    The Screen Space Approximate Gaussian Hull method presented in this paper is based on an output sensitive, adaptive approach, which addresses the challenge of high quality rendering even for high resolution displays and ...
  • Soft Transparency for Point Cloud Rendering 

    Seemann, Patrick; Palma, Gianpaolo; Dellepiane, Matteo; Cignoni, Paolo; Goesele, Michael (The Eurographics Association, 2018)
    We propose a novel rendering framework for visualizing point data with complex structures and/or different quality of data. The point cloud can be characterized by setting a per-point scalar field associated to the aspect ...
  • Scalable Real-Time Shadows using Clustering and Metric Trees 

    Deves, François; Mora, Frédéric; Aveneau, Lilian; Ghazanfarpour, Djamchid (The Eurographics Association, 2018)
    Real-time shadow algorithms based on geometry generally produce high quality shadows. Recent works have considerably improved their efficiency. However, scalability remains an issue because these methods strongly depend ...
  • Primary Sample Space Path Guiding 

    Guo, Jerry Jinfeng; Bauszat, Pablo; Bikker, Jacco; Eisemann, Elmar (The Eurographics Association, 2018)
    Guiding path tracing in light transport simulation has been one of the practical choices for variance reduction in production rendering. For this purpose, typically structures in the spatial-directional domain are built. ...
  • An Improved Multiple Importance Sampling Heuristic for Density Estimates in Light Transport Simulations 

    Jendersie, Johannes; Grosch, Thorsten (The Eurographics Association, 2018)
    Vertex connection and merging (VCM) is one of the most robust light transport simulation algorithms developed so far. It combines bidirectional path tracing with photon mapping using multiple importance sampling (MIS). ...
  • Deep Hybrid Real and Synthetic Training for Intrinsic Decomposition 

    Bi, Sai; Kalantari, Nima Khademi; Ramamoorthi, Ravi (The Eurographics Association, 2018)
    Intrinsic image decomposition is the process of separating the reflectance and shading layers of an image, which is a challenging and underdetermined problem. In this paper, we propose to systematically address this problem ...
  • A Unified Manifold Framework for Efficient BRDF Sampling based on Parametric Mixture Models 

    Herholz, Sebastian; Elek, Oskar; Schindel, Jens; Křivánek, Jaroslav; Lensch, Hendrik P. A. (The Eurographics Association, 2018)
    Virtually all existing analytic BRDF models are built from multiple functional components (e.g., Fresnel term, normal distribution function, etc.). This makes accurate importance sampling of the full model challenging, and ...
  • PN-Method for Multiple Scattering in Participating Media 

    Koerner, David; Portsmouth, Jamie; Jakob, Wenzel (The Eurographics Association, 2018)
    Rendering highly scattering participating media using brute force path tracing is a challenge. The diffusion approximation reduces the problem to solving a simple linear partial differential equation. Flux-limited diffusion ...
  • Matrix Bidirectional Path Tracing 

    Chaitanya, Chakravarty Reddy Alla; Belcour, Laurent; Hachisuka, Toshiya; Premoze, Simon; Pantaleoni, Jacopo; Nowrouzezahrai, Derek (The Eurographics Association, 2018)
    Sampled paths in Monte Carlo ray tracing can be arbitrarily close to each other due to its stochastic nature. Such clumped samples in the path space tend to contribute little toward an accurate estimate of each pixel. ...
  • Approximate svBRDF Estimation From Mobile Phone Video 

    Albert, Rachel A.; Chan, Dorian Yao; Goldman, Dan B.; O'Brien, James F. (The Eurographics Association, 2018)
    We describe a new technique for obtaining a spatially varying BRDF (svBRDF) of a flat object using printed fiducial markers and a cell phone capable of continuous flash video. Our homography-based video frame alignment ...
  • Diffuse-Specular Separation using Binary Spherical Gradient Illumination 

    Kampouris, Christos; Zafeiriou, Stefanos; Ghosh, Abhijeet (The Eurographics Association, 2018)
    We introduce a novel method for view-independent diffuse-specular separation of albedo and photometric normals without requiring polarization using binary spherical gradient illumination. The key idea is that with binary ...
  • Eurographics Symposium on Rendering - Experimental Ideas and Implementations: Frontmatter 

    Jakob, Wenzel; Hachisuka, Toshiya (The Eurographics Association, 2018)
  • k-d Tree Construction Designed for Motion Blur 

    Yang, Xin; Liu, Qi; Yin, Baocai; Zhang, Qiang; Zhou, Dongsheng; Wei, Xiaopeng (The Eurographics Association, 2017)
    We present a k-d tree construction algorithm designed to accelerate rendering of scenes with motion blur, in application scenarios where a k-d tree is either required or desired. Our associated data structure focuses on ...
  • sLayer: a System for Multi-Layered Material Sculpting 

    Calabrese, Claudio; Fratarcangeli, Marco; Pellacini, Fabio (The Eurographics Association, 2017)
    Many real world materials have a stratified structure, composed by the proximity and the interaction of multiple highly-detailed layers. Example of these materials are peeling paint, old tree bark and rusted metals. While ...
  • Material Design in Augmented Reality with In-Situ Visual Feedback 

    Shi, Weiqi; Wang, Zeyu; Sezgin, Metin; Dorsey, Julie; Rushmeier, Holly (The Eurographics Association, 2017)
    Material design is the process by which artists or designers set the appearance properties of virtual surface to achieve a desired look. This process is often conducted in a virtual synthetic environment however, advances ...
  • Gradient-Domain Vertex Connection and Merging 

    Sun, Weilun; Sun, Xin; Carr, Nathan A.; Nowrouzezahrai, Derek; Ramamoorthi, Ravi (The Eurographics Association, 2017)
    Recently, gradient-domain rendering techniques have shown great promise in reducing Monte Carlo noise and improving overall rendering efficiency. However, all existing gradient-domain methods are built exclusively on top ...
  • Local Quasi-Monte Carlo Exploration 

    Tessari, Lorenzo; Hanika, Johannes; Dachsbacher, Carsten (The Eurographics Association, 2017)
    In physically-based image synthesis, the path space of light transport paths is usually explored by stochastic sampling. The two main families of algorithms are Monte Carlo/quasi-Monte Carlo sampling and Markov chain Monte ...
  • Extended Path Integral Formulation for Volumetric Transport 

    Hachisuka, Toshiya; Georgiev, Iliyan; Jarosz, Wojciech; Křivánek, Jaroslav; Nowrouzezahrai, Derek (The Eurographics Association, 2017)
    We propose an extension of the path integral formulation amenable to the expression of volumetric light transport with photon beam estimates. Our main contribution is a generalization of Hachisuka et al.'s extended path ...
  • Temporal Coherence for Metropolis Light Transport 

    Woestijne, Joran Van de; Frederickx, Roald; Billen, Niels; Dutré, Philip (The Eurographics Association, 2017)
    Metropolis Light Transport is a powerful global illumination algorithm, yet it has some issues that make it less suitable for animation rendering. Due to the algorithm's local exploration of path space, difficult light ...
  • Frequency Based Radiance Cache for Rendering Animations 

    Dubouchet, Renaud Adrien; Belcour, Laurent; Nowrouzezahrai, Derek (The Eurographics Association, 2017)
    We propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling ...

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