Now showing items 81-100 of 121

    • k-d Tree Construction Designed for Motion Blur 

      Yang, Xin; Liu, Qi; Yin, Baocai; Zhang, Qiang; Zhou, Dongsheng; Wei, Xiaopeng (The Eurographics Association, 2017)
      We present a k-d tree construction algorithm designed to accelerate rendering of scenes with motion blur, in application scenarios where a k-d tree is either required or desired. Our associated data structure focuses on ...
    • sLayer: a System for Multi-Layered Material Sculpting 

      Calabrese, Claudio; Fratarcangeli, Marco; Pellacini, Fabio (The Eurographics Association, 2017)
      Many real world materials have a stratified structure, composed by the proximity and the interaction of multiple highly-detailed layers. Example of these materials are peeling paint, old tree bark and rusted metals. While ...
    • Material Design in Augmented Reality with In-Situ Visual Feedback 

      Shi, Weiqi; Wang, Zeyu; Sezgin, Metin; Dorsey, Julie; Rushmeier, Holly (The Eurographics Association, 2017)
      Material design is the process by which artists or designers set the appearance properties of virtual surface to achieve a desired look. This process is often conducted in a virtual synthetic environment however, advances ...
    • Gradient-Domain Vertex Connection and Merging 

      Sun, Weilun; Sun, Xin; Carr, Nathan A.; Nowrouzezahrai, Derek; Ramamoorthi, Ravi (The Eurographics Association, 2017)
      Recently, gradient-domain rendering techniques have shown great promise in reducing Monte Carlo noise and improving overall rendering efficiency. However, all existing gradient-domain methods are built exclusively on top ...
    • Local Quasi-Monte Carlo Exploration 

      Tessari, Lorenzo; Hanika, Johannes; Dachsbacher, Carsten (The Eurographics Association, 2017)
      In physically-based image synthesis, the path space of light transport paths is usually explored by stochastic sampling. The two main families of algorithms are Monte Carlo/quasi-Monte Carlo sampling and Markov chain Monte ...
    • Extended Path Integral Formulation for Volumetric Transport 

      Hachisuka, Toshiya; Georgiev, Iliyan; Jarosz, Wojciech; Křivánek, Jaroslav; Nowrouzezahrai, Derek (The Eurographics Association, 2017)
      We propose an extension of the path integral formulation amenable to the expression of volumetric light transport with photon beam estimates. Our main contribution is a generalization of Hachisuka et al.'s extended path ...
    • Temporal Coherence for Metropolis Light Transport 

      Woestijne, Joran Van de; Frederickx, Roald; Billen, Niels; Dutré, Philip (The Eurographics Association, 2017)
      Metropolis Light Transport is a powerful global illumination algorithm, yet it has some issues that make it less suitable for animation rendering. Due to the algorithm's local exploration of path space, difficult light ...
    • Frequency Based Radiance Cache for Rendering Animations 

      Dubouchet, Renaud Adrien; Belcour, Laurent; Nowrouzezahrai, Derek (The Eurographics Association, 2017)
      We propose a method to render animation sequences with direct distant lighting that only shades a fraction of the total pixels. We leverage frequency-based analyses of light transport to determine shading and image sampling ...
    • VAO++: Practical Volumetric Ambient Occlusion for Games 

      Bokšanský, Jakub; Pospíšil, Adam; Bittner, Jiří (The Eurographics Association, 2017)
      Ambient occlusion is one of the commonly used methods to increase visual fidelity in real-time rendering applications. We propose several extensions of the recently introduced volumetric ambient occlusion method. These ...
    • Ambient Dice 

      Iwanicki, Michal; Sloan, Peter-Pike (The Eurographics Association, 2017)
      We present a family of basis functions designed to accurately and efficiently represent illumination signals on the unit sphere. The bases are built of locally supported functions, needing three to six basis functions in ...
    • Single-Pass Stereoscopic GPU Ray Casting Using Re-Projection Layers 

      Buchacher, Arend; Erdt, Marius (The Eurographics Association, 2017)
      Stereoscopic rendering of volume data for virtual reality applications is costly, as the computation complexity virtually doubles compared to common monoscopic rendering. This paper presents a single-pass stereoscopic GPU ...
    • Controlling and Sampling Visibility Information on the Image Plane 

      Lessig, Christian (The Eurographics Association, 2017)
      Anti-aliasing on the image plane is a classic problems in computer graphics. While mip-mapping provides an efficient means to pre-filter texture information, no comparable technique exists for visibility. We address ...
    • Eurographics Symposium on Rendering 2017 - Experimental Ideas and Implementations: Frontmatter 

      Zwicker, Matthias; Sander, Pedro (Eurographics Association, 2017)
    • Point-Based Light Transport for Participating Media with Refractive Boundaries 

      Wang, Beibei; Gascuel, Jean-Dominique; Holzschuch, Nicolas (The Eurographics Association, 2016)
      Illumination e ects in translucent materials are a combination of several physical phenomena: absorption and scattering inside the material, refraction at its surface. Because refraction can focus light deep inside the ...
    • Bi-Directional Polarised Light Transport 

      Mojzík, Michal; Skřivan, Tomáš; Wilkie, Alexander; Křivánek, Jaroslav (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 ...
    • Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals 

      Mora, Frédéric; Gerhards, Julien; Aveneau, Lilian; Ghazanfarpour, Djamchid (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 

      Gribble, Christiaan (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 ...
    • Subdivision Next-Event Estimation for Path-Traced Subsurface Scattering 

      Koerner, David; Novak, Jan; Kutz, Peter; Habel, Ralf; Jarosz, Wojciech (The Eurographics Association, 2016)
      We present subdivision next-event estimation (SNEE) for unbiased Monte Carlo simulation of subsurface scattering. Our technique is designed to sample high frequency illumination through geometrically complex interfaces ...
    • A Robust and Flexible Real-Time Sparkle Effect 

      Wang, Beibei; Bowles, How (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 ...
    • A General Micro-flake Model for Predicting the Appearance of Car Paint 

      Ergun, Serkan; Önel, Sermet; Ozturk, Aydin (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 ...