Now showing items 1-14 of 14

    • Apex Point Map for Constant-Time Bounding Plane Approximation 

      Laine, Samuli; Karras, Tero (The Eurographics Association, 2015)
      We introduce apex point map, a simple data structure for constructing conservative bounds for rigid objects. The data structure is distilled from a dense k-DOP, and can be queried in constant time to determine a tight ...
    • Color Clipping and Over-exposure Correction 

      Abebe, Mekides Assefa; Pouli, Tania; Kervec, Jonathan; Larabi, Chaker (The Eurographics Association, 2015)
      Limitations of the camera or extreme contrast in scenes can lead to clipped areas in captured images. Irrespective of the cause, color clipping and over-exposure lead to loss of texture and detail, impacting the color ...
    • 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 ...
    • Eurographics Symposium on Rendering - Experimental Ideas and Implementations 

      Lehtinen, Jaakko; Nowrouzezahrai, Derek (Eurographics Association, 2015)
    • Filtering Environment Illumination for Interactive Physically-Based Rendering in Mixed Reality 

      Mehta, Soham Uday; Kim, Kihwan; Pajak, Dawid; Pulli, Kari; Kautz, Jan; Ramamoorthi, Ravi (The Eurographics Association, 2015)
      Physically correct rendering of environment illumination has been a long-standing challenge in interactive graphics, since Monte-Carlo ray-tracing requires thousands of rays per pixel. We propose accurate filtering of a ...
    • GPU-based Out-of-Core HLBVH Construction 

      Zeidan, Mahmoud; Nazmy, Taymoor; Aref, Mostafa (The Eurographics Association, 2015)
      Recently the GPU has been used extensively in building indexing structures for moderately complex scenes that fit inside the GPU core. However, only few methods have been developed for constructing indexing structures for ...
    • Gradient-Domain Bidirectional Path Tracing 

      Manzi, Marco; Kettunen, Markus; Aittala, Miika; Lehtinen, Jaakko; Durand, Frédo; Zwicker, Matthias (The Eurographics Association, 2015)
      Gradient-domain path tracing has recently been introduced as an efficient realistic image synthesis algorithm. This paper introduces a bidirectional gradient-domain sampler that outperforms traditional bidirectional path ...
    • High Performance Non-linear Motion Blur 

      Guertin, Jean-Philippe; Nowrouzezahrai, Derek (The Eurographics Association, 2015)
      Motion blur is becoming more common in interactive applications such as games and previsualization tools. Here, a common strategy is to approximate motion blur with an image-space post-process, and many recent approaches ...
    • Interactive Global Illumination Effects Using Deterministically Directed Layered Depth Maps 

      Aalund, Frederik Peter; Frisvad, Jeppe Revall; Bærentzen, Jakob Andreas (The Eurographics Association, 2015)
      A layered depth map is an extension of the well-known depth map used in rasterization. Multiple layered depth maps can be used as a coarse scene representation. We develop two global illumination methods which use said ...
    • MatCap Decomposition for Dynamic Appearance Manipulation 

      Zubiaga, Carlos Jorge; Muñoz, Adolfo; Belcour, Laurent; Bosch, Carles; Barla, Pascal (The Eurographics Association, 2015)
      In sculpting software, MatCaps (a shorthand for "Material Capture") are often used by artists as a simple and efficient way to design appearance. Similar to LitSpheres, they convey material appearance into a single image ...
    • MBVH Child Node Sorting for Fast Occlusion Test 

      Ogaki, Shinji; Derouet-Jourdan, Alexandre (The Eurographics Association, 2015)
      Optimal BVH layout differs among ray types. To accelerate shadow rays, the use of a specialized traversal order, optionally with an additional data structure has been proposed. In this paper we show how sorting child nodes ...
    • Practical Rendering of Thin Layered Materials with Extended Microfacet Normal Distributions 

      Guo, Jie; Qian, Jinghui; Pan, Jingui (The Eurographics Association, 2015)
      We propose a practical reflectance model for rendering thin transparent layers with different sides varying in roughness and levels of gloss. To capture the effect of subsurface reflection, previous methods rely on importance ...
    • Practical Shading of Height Fields and Meshes using Spherical Harmonic Exponentiation 

      Giraud, Aude; Nowrouzezahrai, Derek (The Eurographics Association, 2015)
      Interactively computing smooth shading effects from environmental lighting, such as soft shadows and glossy reflections, is a challenge in scenes with dynamic objects. We present a method to efficiently approximate these ...
    • Stereo from Shading 

      Chapiro, Alexandre; O'Sullivan, Carol; Jarosz, Wojciech; Gross, Markus; Smolic, Aljoscha (The Eurographics Association, 2015)
      We present a new method for creating and enhancing the stereoscopic 3D (S3D) sensation without using the parallax disparity between an image pair. S3D relies on a combination of cues to generate a feeling of depth, but ...