Browsing Rendering - Experimental Ideas & Implementations by Issue Date
Now showing items 1-20 of 121
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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 ... -
Stereo from Shading
(The Eurographics Association, 2015)We present a new method for creating and enhancing the stereoscopic 3D (S3D) sensation without using the parallax disparity between an image pair. S3D relies on a combination of cues to generate a feeling of depth, but ... -
Practical Rendering of Thin Layered Materials with Extended Microfacet Normal Distributions
(The Eurographics Association, 2015)We propose a practical reflectance model for rendering thin transparent layers with different sides varying in roughness and levels of gloss. To capture the effect of subsurface reflection, previous methods rely on importance ... -
High Performance Non-linear Motion Blur
(The Eurographics Association, 2015)Motion blur is becoming more common in interactive applications such as games and previsualization tools. Here, a common strategy is to approximate motion blur with an image-space post-process, and many recent approaches ... -
Apex Point Map for Constant-Time Bounding Plane Approximation
(The Eurographics Association, 2015)We introduce apex point map, a simple data structure for constructing conservative bounds for rigid objects. The data structure is distilled from a dense k-DOP, and can be queried in constant time to determine a tight ... -
A Robust and Flexible Real-Time Sparkle Effect
(The Eurographics Association, 2016)We present a fast and practical procedural sparkle effect for snow and other sparkly surfaces which we integrated into a recent video game. Following from previous work, we generate the sparkle glints by intersecting a ... -
Shape Depiction for Transparent Objects with Bucketed k-Buffer
(The Eurographics Association, 2016)Shading techniques are useful to deliver a better understanding of object shapes. When transparent objects are involved, depicting the shape characteristics of each surface is even more relevant. In this paper, we propose ... -
Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals
(The Eurographics Association, 2016)Computing accurate hard shadows is a difficult problem in interactive rendering. Previous methods rely either on Shadow Maps or Shadow Volumes. Recently Partitioned Shadow Volumes (PSV) has been introduced. It revisits the ... -
Node Culling Multi-Hit BVH Traversal
(The Eurographics Association, 2016)We introduce node culling multi-hit BVH traversal to enable faster multi-hit ray tracing in a bounding volume hierarchy (BVH). Existing, widely used ray tracing engines expose API features that enable implementation of ... -
A General Micro-flake Model for Predicting the Appearance of Car Paint
(The Eurographics Association, 2016)We present an approximate model for predicting the appearance of car paint from its paint composition. Representing the appearance of car paint is not trivial because of its layered structure which is composed of anisotropic ... -
Bi-Directional Polarised Light Transport
(The Eurographics Association, 2016)While there has been considerable applied research in computer graphics on polarisation rendering, no principled investigation of how the inclusion of polarisation information affects the mathematical formalisms that are ...