Search
Now showing items 1-10 of 23
Fast and Lightweight Path Guiding Algorithm on GPU
(The Eurographics Association, 2021)
We propose a simple, yet practical path guiding algorithm that runs on GPU. Path guiding renders photo-realistic images by simulating the iterative bounces of rays, which are sampled from the radiance distribution. The ...
Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications
(The Eurographics Association, 2021)
We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. ...
EMCA: Explorer of Monte Carlo based Algorithms
(The Eurographics Association, 2021)
Debugging or analyzing the performance of global illumination algorithms is a challenging task due to the complex path-scene interaction and numerous places where errors and programming bugs can occur. We present a novel, ...
Stochastic Generation of (t, s) Sample Sequences
(The Eurographics Association, 2021)
We introduce a novel method to generate sample sequences that are progressively stratified both in high dimensions and in lower-dimensional projections. Our method comes from a new observation that Owen-scrambled quasi-Monte ...
Real-time Monte Carlo Denoising with the Neural Bilateral Grid
(The Eurographics Association, 2020)
Real-time denoising for Monte Carlo rendering remains a critical challenge with regard to the demanding requirements of both high fidelity and low computation time. In this paper, we propose a novel and practical deep ...
NeRF-Tex: Neural Reflectance Field Textures
(The Eurographics Association, 2021)
We investigate the use of neural fields for modeling diverse mesoscale structures, such as fur, fabric, and grass. Instead of using classical graphics primitives to model the structure, we propose to employ a versatile ...
RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering
(The Eurographics Association, 2020)
Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid ...
CSLF: Cube Surface Light Field and Its Sampling, Compression, Real-Time Rendering
(The Eurographics Association, 2021)
Light field is gaining both research and commercial interests since it has the potential to produce view-dependent and photorealistic effects for virtual and augmented reality. In this paper, we further explore the light ...
Multi-Layer Alpha Tracing
(The Eurographics Association, 2020)
Rendering many transparent surfaces in real-time is still an open problem. We introduce two techniques for fast transparency rendering with ray tracing hardware, one being exact and the other being approximate but of high ...
Material and Lighting Reconstruction for Complex Indoor Scenes with Texture-space Differentiable Rendering
(The Eurographics Association, 2021)
Modern geometric reconstruction techniques achieve impressive levels of accuracy in indoor environments. However, such captured data typically keeps lighting and materials entangled. It is then impossible to manipulate the ...