Darmstadt, Germany, June 23–26, 2015
Full Papers (CGF34-4)


Shadows
Practical Shading of Height Fields and Meshes using Spherical Harmonic Exponentiation
Aude Giraud and Derek Nowrouzezahrai
Material Appearance
Practical Rendering of Thin Layered Materials with Extended Microfacet Normal Distributions
Jie Guo, Jinghui Qian, and Jingui Pan
MatCap Decomposition for Dynamic Appearance Manipulation
Carlos Jorge Zubiaga, Adolfo Muñoz, Laurent Belcour, Carles Bosch, and Pascal Barla
Ray Tracing
Efficient Visibility Heuristics for kd-trees Using the RTSAH
Matthias Moulin, Niels Billen, and Philip Dutré
GPU-based Out-of-Core HLBVH Construction
Mahmoud Zeidan, Taymoor Nazmy, and Mostafa Aref
Apex Point Map for Constant-Time Bounding Plane Approximation
Samuli Laine and Tero Karras
MBVH Child Node Sorting for Fast Occlusion Test
Shinji Ogaki and Alexandre Derouet-Jourdan
Light Paths
Gradient-Domain Bidirectional Path Tracing
Marco Manzi, Markus Kettunen, Miika Aittala, Jaakko Lehtinen, Frédo Durand, and Matthias Zwicker
Exposure and Video
Color Clipping and Over-exposure Correction
Mekides Assefa Abebe, Tania Pouli, Jonathan Kervec, and Chaker Larabi
Real-time Rendering and Filtering
Interactive Global Illumination Effects Using Deterministically Directed Layered Depth Maps
Frederik Peter Aalund, Jeppe Revall Frisvad, and Jakob Andreas Bærentzen
High Performance Non-linear Motion Blur
Jean-Philippe Guertin and Derek Nowrouzezahrai
Filtering Environment Illumination for Interactive Physically-Based Rendering in Mixed Reality
Soham Uday Mehta, Kihwan Kim, Dawid Pajak, Kari Pulli, Jan Kautz, and Ravi Ramamoorthi
Perception and Simplification
Stereo from Shading
Alexandre Chapiro, Carol O'Sullivan, Wojciech Jarosz, Markus Gross, and Aljoscha Smolic

Recent Submissions

  • 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 ...
  • Eurographics Symposium on Rendering - Experimental Ideas and Implementations 

    Lehtinen, Jaakko; Nowrouzezahrai, Derek (Eurographics Association, 2015)