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dc.contributor.authorBoughida, Maliken_US
dc.contributor.authorGroueix, Thibaulten_US
dc.contributor.authorBoubekeur, Tamyen_US
dc.contributor.editorLuis Gonzaga Magalhaes and Rafal Mantiuken_US
dc.date.accessioned2016-04-26T07:50:48Z
dc.date.available2016-04-26T07:50:48Z
dc.date.issued2016en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egp.20161048en_US
dc.description.abstractWe propose a practical method to approximate global illumination at interactive framerates for dynamic scenes. We address multi-bounce, visibility-aware indirect lighting, for diffuse to moderately glossy materials, relying on GPU-accelerated raytracing for this purpose. While Monte-Carlo ray-tracing algorithms offer unbiased results, they produce images which are, under interactive constraints, extremely noisy, even with GPU acceleration. Unfortunately, filtering them to reach visual appeal induces a large kernel, which is not compatible with interactive framerate. We address this problem using a simple downsampling approach. First, we trace indirect paths on a uniformly distributed subset of pixels, decorrelating diffuse and specular components of lighting. Then, we perform a joint bilateral upsampling on both components, taking inspiration from deferred shading by driving this upsampling with a full-resolution G-Buffer. Our solution provides smooth results, does not require any pre-computations, and is both easy to implement and flexible, as it can be used with any generation strategy for indirect rays.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectRaytracingen_US
dc.titleInteractive Monte-Carlo Ray-Tracing Upsamplingen_US
dc.description.seriesinformationEG 2016 - Postersen_US
dc.description.sectionheadersPostersen_US
dc.identifier.doi10.2312/egp.20161048en_US
dc.identifier.pages23-24en_US


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