Now showing items 5-13 of 13

    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • Single-Pass Stereoscopic GPU Ray Casting Using Re-Projection Layers 

      Buchacher, Arend; Erdt, Marius (The Eurographics Association, 2017)
      Stereoscopic rendering of volume data for virtual reality applications is costly, as the computation complexity virtually doubles compared to common monoscopic rendering. This paper presents a single-pass stereoscopic GPU ...
    • 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 ...
    • 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 ...
    • VAO++: Practical Volumetric Ambient Occlusion for Games 

      Bokšanský, Jakub; Pospíšil, Adam; Bittner, Jiří (The Eurographics Association, 2017)
      Ambient occlusion is one of the commonly used methods to increase visual fidelity in real-time rendering applications. We propose several extensions of the recently introduced volumetric ambient occlusion method. These ...