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Screen-Space Far-Field Ambient Obscurance
(ACM, 2013)
Ambient obscurance (AO) is an effective approximation of global illumination, and its screen-space (SSAO) versions that operate on depth buffers only are widely used in real-time applications. We present an SSAO method ...
Infinite Resolution Textures
(The Eurographics Association, 2016)
We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a ...
Imperfect Voxelized Shadow Volumes
(ACM, 2013)
Voxelized shadow volumes [Wyman 2011] provide a discretized view-dependent representation of shadow volumes, but are limited to point or directional lights. We extend them to allow dynamic volumetric visibility from area ...
VoxelPipe: A Programmable Pipeline for 3D Voxelization
(ACM, 2011)
We present a highly exible and e cient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thinvoxelizations, multiple boolean, oating ...
Simpler and Faster HLBVH with Work Queues
(ACM, 2011)
A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed forray tracing in real-time, even in the presence of ...
Photon Splatting Using a View-Sample Cluster Hierarchy
(The Eurographics Association, 2016)
Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the ...
High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting
(The Eurographics Association, 2014)
We present a new method for rendering realistic cumulus clouds in real time. The clouds in our approach consist of randomly rotated and scaled copies of a single reference particle. During the pre-processing, we pre-compute ...
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
(The Eurographics Association, 2014)
We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using ...
Filtering Distributions of Normals for Shading Antialiasing
(The Eurographics Association, 2016)
High-frequency illumination effects, such as highly glossy highlights on curved surfaces, are challenging to render in a stable manner. Such features can be much smaller than the area of a pixel and carry a high amount of ...
The Alchemy Screen-Space Ambient Obscurance Algorithm
(ACM, 2011)
Ambient obscurance (AO) produces perceptually important illumination effects such as darkened corners, cracks, and wrinkles; proximity darkening; and contact shadows. We present the AO algorithm from the Alchemy engine ...