Browsing Rendering - Experimental Ideas & Implementations 2016 by Subject "I.3.7 [Computer Graphics]"
Now showing items 1-7 of 7
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4D-rasterization for Fast Soft Shadow Rendering
(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 ... -
Additional Progress Towards the Unification of Microfacet and Microflake Theories
(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 ... -
Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals
(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 ... -
Fast Shadow Map Rendering for Many-Lights Settings
(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 ... -
A General Micro-flake Model for Predicting the Appearance of Car Paint
(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 ... -
Shape Depiction for Transparent Objects with Bucketed k-Buffer
(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 ... -
Subdivision Next-Event Estimation for Path-Traced Subsurface Scattering
(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 ...