Now showing items 1-7 of 7

    • Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids 

      Hochstetter, Hendrik; Orthmann, Jens; Kolb, Andreas (The Eurographics Association, 2016)
      We present a fast and accurate ray casting technique for unstructured and dynamic particle sets. Our technique focuses on efficient, high quality volume rendering of fluids for computer animation and scientific applications. ...
    • Filtering Distributions of Normals for Shading Antialiasing 

      Kaplanyan, Anton S.; Hill, Stephen; Patney, Anjul; Lefohn, Aaron (The Eurographics Association, 2016)
      High-frequency illumination effects, such as highly glossy highlights on curved surfaces, are challenging to render in a stable manner. Such features can be much smaller than the area of a pixel and carry a high amount of ...
    • GVDB: Raytracing Sparse Voxel Database Structures on the GPU 

      Hoetzlein, Rama Karl (The Eurographics Association, 2016)
      Simulation and rendering of sparse volumetric data have different constraints and solutions depending on the application area. Generating precise simulations and understanding very large data are problems in scientific ...
    • Lightcut Interpolation 

      Rehfeld, Hauke; Dachsbacher, Carsten (The Eurographics Association, 2016)
      Many-light rendering methods replace multi-bounce light transport with direct lighting from many virtual point light sources to allow for simple and efficient computation of global illumination. Lightcuts build a hierarchy ...
    • Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs 

      Áfra, Attila T.; Benthin, Carsten; Wald, Ingo; Munkberg, Jacob (The Eurographics Association, 2016)
      Accelerating ray traversal on data-parallel hardware architectures has received widespread attention over the last few years, but much less research has focused on efficient shading for ray tracing. This is unfortunate ...
    • Masked Software Occlusion Culling 

      Hasselgren, Jon; Andersson, Magnus; Akenine-Möller, Tomas (The Eurographics Association, 2016)
      Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling ...
    • SVGPU: Real Time 3D Rendering to Vector Graphics Formats 

      Ellis, Apollo I.; Hunt, Warren; Hart, John C. (The Eurographics Association, 2016)
      We focus on the real-time realistic rendering of a 3-D scene to a 2-D vector image. There are several application domains which could benefit substantially from the compact and resolution independent intermediate format ...