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Interactive Subsurface Scattering for Materials With High Scattering Distances
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
Existing algorithms for rendering subsurface scattering in real time cannot deal well with scattering over longer distances. Kernels for image space algorithms become very large in these circumstances and separation does ...
Real‐Time Glints Rendering With Pre‐Filtered Discrete Stochastic Microfacets
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
Many real‐life materials have a sparkling appearance. Examples include metallic paints, sparkling fabrics and snow. Simulating these sparkles is important for realistic rendering but expensive. As sparkles come from small ...
Multi‐Level Memory Structures for Simulating and Rendering Smoothed Particle Hydrodynamics
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
In this paper, we present a novel hash map‐based sparse data structure for Smoothed Particle Hydrodynamics, which allows for efficient neighbourhood queries in spatially adaptive simulations as well as direct ray tracing ...
Stereo Inverse Brightness Modulation for Guidance in Dynamic Panorama Videos in Virtual Reality
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
The peak of virtual reality offers new exciting possibilities for the creation of media content but also poses new challenges. Some areas of interest might be overlooked because the visual content fills up a large portion ...
Preserving Shadow Silhouettes in Illumination‐Driven Mesh Reduction
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
A main challenge for today's renderers is the ever‐growing size of 3D scenes, exceeding the capacity of typically available main memory. This especially holds true for graphics processing units (GPUs) which could otherwise ...
Spherical Gaussian‐based Lightcuts for Glossy Interreflections
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
It is still challenging to render directional but non‐specular reflections in complex scenes. The SG‐based (Spherical Gaussian) many‐light framework provides a scalable solution but still requires a large number of glossy ...
Physically Based Simulation and Rendering of Urban Thermography
(© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
Urban thermography is a non‐invasive measurement technique commonly used for building diagnosis and energy efficiency evaluation. The physical interpretation of thermal images is a challenging task because they do not ...