Now showing items 101-120 of 121

    • Additional Progress Towards the Unification of Microfacet and Microflake Theories 

      Dupuy, Jonathan; Heitz, Eric; d'Eon, Eugene (The Eurographics Association, 2016)
      We study the links between microfacet and microflake theories from the perspective of linear transport theory. In doing so, we gain additional insights, find several simplifications and touch upon important open questions ...
    • Fast Shadow Map Rendering for Many-Lights Settings 

      Selgrad, Kai; Müller, Jonas; Reintges, Christian; Stamminger, Marc (The Eurographics Association, 2016)
      In this paper we present a method to efficiently cull large parts of a scene prior to shadow map computations for many-lights settings. Our method is agnostic to how the light sources are generated and thus works with any ...
    • Shape Depiction for Transparent Objects with Bucketed k-Buffer 

      Murray, David; Baril, Jerome; Granier, Xavier (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 ...
    • 4D-rasterization for Fast Soft Shadow Rendering 

      Wang, Lili; Zhao, Qi; Meng, Chunlei; Popescu, Voicu (The Eurographics Association, 2016)
      This paper describes an algorithm for rendering soft shadows efficiently by generalizing conventional triangle projection and rasterization from 2D to 4D. The rectangular area light source is modeled with a point light ...
    • Single-shot Layered Reflectance Separation Using a Polarized Light Field Camera 

      Kim, Jaewon; Izadi, Shahram; Ghosh, Abhijeet (The Eurographics Association, 2016)
      We present a novel computational photography technique for single shot separation of diffuse/specular reflectance as well as novel angular domain separation of layered reflectance. Our solution consists of a two-way polarized ...
    • Local Shape Editing at the Compositing Stage 

      Zubiaga, Carlos Jorge; Guennebaud, Gael; Vergne, Romain; Barla, Pascal (The Eurographics Association, 2016)
      Modern compositing software permit to linearly recombine different 3D rendered outputs (e.g., diffuse and reflection shading) in post-process, providing for simple but interactive appearance manipulations. Renderers also ...
    • SR Experimental Ideas and Implementations 2016: Frontmatter 

      Elmar Eisemann; Eugene Fiume (Eurographics Association, 2016)
    • Stereo from Shading 

      Chapiro, Alexandre; O'Sullivan, Carol; Jarosz, Wojciech; Gross, Markus; Smolic, Aljoscha (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 ...
    • Filtering Environment Illumination for Interactive Physically-Based Rendering in Mixed Reality 

      Mehta, Soham Uday; Kim, Kihwan; Pajak, Dawid; Pulli, Kari; Kautz, Jan; Ramamoorthi, Ravi (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 ...
    • High Performance Non-linear Motion Blur 

      Guertin, Jean-Philippe; Nowrouzezahrai, Derek (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 ...
    • Interactive Global Illumination Effects Using Deterministically Directed Layered Depth Maps 

      Aalund, Frederik Peter; Frisvad, Jeppe Revall; Bærentzen, Jakob Andreas (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 ...
    • Color Clipping and Over-exposure Correction 

      Abebe, Mekides Assefa; Pouli, Tania; Kervec, Jonathan; Larabi, Chaker (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 ...
    • Gradient-Domain Bidirectional Path Tracing 

      Manzi, Marco; Kettunen, Markus; Aittala, Miika; Lehtinen, Jaakko; Durand, Frédo; Zwicker, Matthias (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 ...
    • MBVH Child Node Sorting for Fast Occlusion Test 

      Ogaki, Shinji; Derouet-Jourdan, Alexandre (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 ...
    • Apex Point Map for Constant-Time Bounding Plane Approximation 

      Laine, Samuli; Karras, Tero (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 ...
    • Efficient Visibility Heuristics for kd-trees Using the RTSAH 

      Moulin, Matthias; Billen, Niels; Dutré, Philip (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 ...
    • GPU-based Out-of-Core HLBVH Construction 

      Zeidan, Mahmoud; Nazmy, Taymoor; Aref, Mostafa (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 ...
    • MatCap Decomposition for Dynamic Appearance Manipulation 

      Zubiaga, Carlos Jorge; Muñoz, Adolfo; Belcour, Laurent; Bosch, Carles; Barla, Pascal (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 ...
    • Practical Rendering of Thin Layered Materials with Extended Microfacet Normal Distributions 

      Guo, Jie; Qian, Jinghui; Pan, Jingui (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 ...
    • Practical Shading of Height Fields and Meshes using Spherical Harmonic Exponentiation 

      Giraud, Aude; Nowrouzezahrai, Derek (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 ...