Eurographics Digital Library

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Recent Submissions

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Artist-Inator: Text-based, Gloss-aware Non-photorealistic Stylization
(The Eurographics Association and John Wiley & Sons Ltd., 2025) Subias, Jose Daniel; Daniel-Soriano, Saúl; Gutierrez, Diego; Serrano, Ana; Wang, Beibei; Wilkie, Alexander
Large diffusion models have made a remarkable leap synthesizing high-quality artistic images from text descriptions. However, these powerful pre-trained models still lack control to guide key material appearance properties, such as gloss. In this work, we present a threefold contribution: (1) we analyze how gloss is perceived across different artistic styles (i.e., oil painting, watercolor, ink pen, charcoal, and soft crayon); (2) we leverage our findings to create a dataset with 1,336,272 stylized images of many different geometries in all five styles, including automatically-computed text descriptions of their appearance (e.g., ''A glossy bunny hand painted with an orange soft crayon''); and (3) we train ControlNet to condition Stable Diffusion XL synthesizing novel painterly depictions of new objects, using simple inputs such as edge maps, hand-drawn sketches, or clip arts. Compared to previous approaches, our framework yields more accurate results despite the simplified input, as we show both quantitative and qualitatively.
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CGVQM+D: Computer Graphics Video Quality Metric and Dataset
(The Eurographics Association and John Wiley & Sons Ltd., 2025) Jindal, Akshay; Sadaka, Nabil; Thomas, Manu Mathew; Sochenov, Anton; Kaplanyan, Anton; Knoll, Aaron; Peters, Christoph
While existing video and image quality datasets have extensively studied natural videos and traditional distortions, the perception of synthetic content and modern rendering artifacts remains underexplored. We present a novel video quality dataset focused on distortions introduced by advanced rendering techniques, including neural supersampling, novel-view synthesis, path tracing, neural denoising, frame interpolation, and variable rate shading. Our evaluations show that existing full-reference quality metrics perform sub-optimally on these distortions, with a maximum Pearson correlation of 0.78. Additionally, we find that the feature space of pre-trained 3D CNNs aligns strongly with human perception of visual quality. We propose CGVQM, a full-reference video quality metric that significantly outperforms existing metrics while generating both per-pixel error maps and global quality scores. Our dataset and metric implementation is available at https://github.com/IntelLabs/CGVQM.
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DOBB-BVH: Efficient Ray Traversal by Transforming Wide BVHs into Oriented Bounding Box Trees using Discrete Rotations
(The Eurographics Association and John Wiley & Sons Ltd., 2025) Kern, Michael A.; Galvan, Alain; Oldcorn, David R.; Skinner, Daniel; Mehalwal, Rohan; Lozano, Leo Reyes; Chajdas, Matthäus G.; Knoll, Aaron; Peters, Christoph
Oriented bounding box (OBB) bounding volume hierarchies offer a more precise fit than axis-aligned bounding box hierarchies in scenarios with thin elongated and arbitrarily rotated geometry, enhancing intersection test performance in ray tracing. However, determining optimally oriented bounding boxes can be computationally expensive and have high memory requirements. Recent research has shown that pre-built hierarchies can be efficiently converted to OBB hierarchies on the GPU in a bottom-up pass, yielding significant ray tracing traversal improvements. In this paper, we introduce a novel OBB construction technique where all internal node children share a consistent OBB transform, chosen from a fixed set of discrete quantized rotations. This allows for efficient encoding and reduces the computational complexity of OBB transformations. We further extend our approach to hierarchies with multiple children per node by leveraging Discrete Orientation Polytopes (k-DOPs), demonstrating improvements in traversal performance while limiting the build time impact for real-time applications. Our method is applied as a post-processing step, integrating seamlessly into existing hierarchy construction pipelines. Despite a 12.6% increase in build time, our experimental results demonstrate an average improvement of 18.5% in primary, 32.4% in secondary rays, and maximum gain of 65% in ray intersection performance, highlighting its potential for advancing real-time applications.
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Spherical Harmonic Exponentials for Efficient Glossy Reflections
(The Eurographics Association and John Wiley & Sons Ltd., 2025) Silvennoinen, Ari; Sloan, Peter-Pike; Iwanicki, Michal; Nowrouzezahrai, Derek; Knoll, Aaron; Peters, Christoph
We propose a high-performance and compact method for computing glossy specular reflections. Commonly-used prefiltered environment maps have large storage requirements and high error due to constrained treatment of view-dependence. We propose a factorized spherical harmonic exponential representation that exploits new observations of the benefits of log-space reconstruction for reflectance. Our method is compact, properly accounts for view-dependent reflections, and is more accurate than the state-of-the-industry solutions. We achieve higher quality results with an order of magnitude less memory, all with efficient and alias-free reconstruction of glossy reflections from environment lights and continuously-varying material roughness.
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RenderMan XPU: A Hybrid CPU+GPU Renderer for Interactive and Final-frame Rendering
(The Eurographics Association and John Wiley & Sons Ltd., 2025) Christensen, Per; Fong, Julian; Kilpatrick, Charlie; Gonzalez, Francisco; Ravichandran, Srinath; Shah, Akshay; Jaszewski, Ethan; Friedman, Stephen; Burgess, James; Roy, Trina M.; Nettleship, Tom; Seshadri, Meghana; Salituro, Susan; Knoll, Aaron; Peters, Christoph
RenderMan XPU is a rewrite of Pixar's RenderMan renderer, designed to run on both CPUs and GPUs. Like its predecessor, it is a progressive path tracer, suitable for both interactive previews and high-quality final-frame rendering, but it utilizes modern hardware and software techniques to run significantly faster. Most source code is shared between the two platforms; code for materials (bxdfs) and light transport (integrators) is compiled with a C++ compiler for CPUs and a CUDA compiler for GPUs, with templating, specialization, and a few macros to handle syntax differences and parallel execution abstractions. The shaders that provide the material input values are written in OSL; we use LLVM so that the same OSL code will run on both types of hardware. Only the low-level ray tracing code and texture lookup and caching code is separate. Typical speedups over our previous renderer (for high-quality final-frame images) are 1.8× to 2.3× on CPUs, 5× to 10× on GPUs, and 6× to 15× on both.