Now showing items 1-6 of 6

    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...