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Practical Shading of Height Fields and Meshes using Spherical Harmonic Exponentiation
(The Eurographics Association, 2015)
Interactively computing smooth shading effects from environmental lighting, such as soft shadows and glossy reflections, is a challenge in scenes with dynamic objects. We present a method to efficiently approximate these ...
Color Clipping and Over-exposure Correction
(The Eurographics Association, 2015)
Limitations of the camera or extreme contrast in scenes can lead to clipped areas in captured images. Irrespective of the cause, color clipping and over-exposure lead to loss of texture and detail, impacting the color ...
Interactive Global Illumination Effects Using Deterministically Directed Layered Depth Maps
(The Eurographics Association, 2015)
A layered depth map is an extension of the well-known depth map used in rasterization. Multiple layered depth maps can be used as a coarse scene representation. We develop two global illumination methods which use said ...
Efficient Visibility Heuristics for kd-trees Using the RTSAH
(The Eurographics Association, 2015)
Acceleration data structures such as kd-trees aim at reducing the per-ray cost which is crucial for rendering performance. The de-facto standard for constructing kd-trees, the Surface Area Heuristic (SAH), does not take ...
Filtering Environment Illumination for Interactive Physically-Based Rendering in Mixed Reality
(The Eurographics Association, 2015)
Physically correct rendering of environment illumination has been a long-standing challenge in interactive graphics, since Monte-Carlo ray-tracing requires thousands of rays per pixel. We propose accurate filtering of a ...
MBVH Child Node Sorting for Fast Occlusion Test
(The Eurographics Association, 2015)
Optimal BVH layout differs among ray types. To accelerate shadow rays, the use of a specialized traversal order, optionally with an additional data structure has been proposed. In this paper we show how sorting child nodes ...
Eurographics Symposium on Rendering - Experimental Ideas and Implementations
(Eurographics Association, 2015)
MatCap Decomposition for Dynamic Appearance Manipulation
(The Eurographics Association, 2015)
In sculpting software, MatCaps (a shorthand for "Material Capture") are often used by artists as a simple and efficient way to design appearance. Similar to LitSpheres, they convey material appearance into a single image ...
GPU-based Out-of-Core HLBVH Construction
(The Eurographics Association, 2015)
Recently the GPU has been used extensively in building indexing structures for moderately complex scenes that fit inside the GPU core. However, only few methods have been developed for constructing indexing structures for ...
Gradient-Domain Bidirectional Path Tracing
(The Eurographics Association, 2015)
Gradient-domain path tracing has recently been introduced as an efficient realistic image synthesis algorithm. This paper introduces a bidirectional gradient-domain sampler that outperforms traditional bidirectional path ...