Now showing items 1-5 of 5

    • The Bounced Z-buffer for Indirect Visibility 

      Nalbach, Oliver; Ritschel, Tobias; Seidel, Hans-Peter (The Eurographics Association, 2015)
      Synthesizing images of animated scenes with indirect illumination and glossy materials at interactive frame rates commonly ignores indirect shadows. In this work we extend a class of indirect lighting algorithms that splat ...
    • Extrapolating Large-Scale Material BTFs under Cross-Device Constraints 

      Steinhausen, Heinz Christian; Brok, Dennis den; Hullin, Matthias B.; Klein, Reinhard (The Eurographics Association, 2015)
      In this paper, we address the problem of acquiring bidirectional texture functions (BTFs) of large-scale material samples. Our approach fuses gonioreflectometric measurements of small samples with few constraint images ...
    • Level-of-Detail for Production-Scale Path Tracing 

      Prus, Magdalena; Eisenacher, Christian; Stamminger, Marc (The Eurographics Association, 2015)
      Path-traced global illumination (GI) becomes increasingly important in movie production. With offscreen elements considerably contributing to the path traced image, geometric complexity increases drastically, requiring ...
    • Rotoscoping on Stereoscopic Images and Videos 

      Bukenberger, Dennis R.; Schwarz, Katharina; Groh, Fabian; Lensch, Hendrik P. A. (The Eurographics Association, 2015)
      Creating an animation based on video footage (rotoscoping) often requires significant manual work. For monoscopic videos diverse publications already feature (semi-)automatic techniques to apply non-photorealistic image ...
    • Vector-to-Closest-Point Octree for Surface Ray-Casting 

      Demir, Ismail; Westermann, Rüdiger (The Eurographics Association, 2015)
      GPU voxel-based surface ray-casting has positioned as an interesting alternative to rasterization-based rendering approaches, because it allows using many processing units simultaneously, can effectively exploit thread ...