Now showing items 11-20 of 20

    • Learned Fitting of Spatially Varying BRDFs 

      Merzbach, Sebastian; Hermann, Max; Rump, Martin; Klein, Reinhard (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      The use of spatially varying reflectance models (SVBRDF) is the state of the art in physically based rendering and the ultimate goal is to acquire them from real world samples. Recently several promising deep learning ...
    • Microfacet Model Regularization for Robust Light Transport 

      Jendersie, Johannes; Grosch, Thorsten (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Today, Monte Carlo light transport algorithms are used in many applications to render realistic images. Depending on the complexity of the used methods, several light effects can or cannot be found by the sampling process. ...
    • On-Site Example-Based Material Appearance Acquisition 

      Lin, Yiming; Peers, Pieter; Ghosh, Abhijeet (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      We present a novel example-based material appearance modeling method suitable for rapid digital content creation. Our method only requires a single HDR photograph of a homogeneous isotropic dielectric exemplar object under ...
    • Orthogonal Array Sampling for Monte Carlo Rendering 

      Jarosz, Wojciech; Enayet, Afnan; Kensler, Andrew; Kilpatrick, Charlie; Christensen, Per (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      We generalize N-rooks, jittered, and (correlated) multi-jittered sampling to higher dimensions by importing and improving upon a class of techniques called orthogonal arrays from the statistics literature. Renderers typically ...
    • Quantifying the Error of Light Transport Algorithms 

      Celarek, Adam; Jakob, Wenzel; Wimmer, Michael; Lehtinen, Jaakko (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      This paper proposes a new methodology for measuring the error of unbiased physically based rendering algorithms. The current state of the art includes mean squared error (MSE) based metrics and visual comparisons of ...
    • Ray Classification for Accelerated BVH Traversal 

      Hendrich, Jakub; Pospíšil, Adam; Meister, Daniel; Bittner, Jiří (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      For ray tracing based methods, traversing a hierarchical acceleration data structure takes up a substantial portion of the total rendering time. We propose an additional data structure which cuts off large parts of the ...
    • Real-time Image-based Lighting of Microfacet BRDFs with Varying Iridescence 

      Kneiphof, Tom; Golla, Tim; Klein, Reinhard (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Iridescence is a natural phenomenon that is perceived as gradual color changes, depending on the view and illumination direction. Prominent examples are the colors seen in oil films and soap bubbles. Unfortunately, iridescent ...
    • Scalable Virtual Ray Lights Rendering for Participating Media 

      Vibert, Nicolas; Gruson, Adrien; Stokholm, Heine; Mortensen, Troels; Jarosz, Wojciech; Hachisuka, Toshiya; Nowrouzezahrai, Derek (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Virtual ray lights (VRL) are a powerful representation for multiple-scattered light transport in volumetric participating media. While efficient Monte Carlo estimators can importance sample the contribution of a VRL along ...
    • Tessellated Shading Streaming 

      Hladky, Jozef; Seidel, Hans-Peter; Steinberger, Markus (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Presenting high-fidelity 3D content on compact portable devices with low computational power is challenging. Smartphones, tablets and head-mounted displays (HMDs) suffer from thermal and battery-life constraints and thus ...
    • Wide Gamut Spectral Upsampling with Fluorescence 

      Jung, Alisa; Wilkie, Alexander; Hanika, Johannes; Jakob, Wenzel; Dachsbacher, Carsten (The Eurographics Association and John Wiley & Sons Ltd., 2019)
      Physically based spectral rendering has become increasingly important in recent years. However, asset textures in such systems are usually still drawn or acquired as RGB tristimulus values. While a number of RGB to spectrum ...