Now showing items 1-8 of 8

    • Approximate svBRDF Estimation From Mobile Phone Video 

      Albert, Rachel A.; Chan, Dorian Yao; Goldman, Dan B.; O'Brien, James F. (The Eurographics Association, 2018)
      We describe a new technique for obtaining a spatially varying BRDF (svBRDF) of a flat object using printed fiducial markers and a cell phone capable of continuous flash video. Our homography-based video frame alignment ...
    • Diffuse-Specular Separation using Binary Spherical Gradient Illumination 

      Kampouris, Christos; Zafeiriou, Stefanos; Ghosh, Abhijeet (The Eurographics Association, 2018)
      We introduce a novel method for view-independent diffuse-specular separation of albedo and photometric normals without requiring polarization using binary spherical gradient illumination. The key idea is that with binary ...
    • An Improved Multiple Importance Sampling Heuristic for Density Estimates in Light Transport Simulations 

      Jendersie, Johannes; Grosch, Thorsten (The Eurographics Association, 2018)
      Vertex connection and merging (VCM) is one of the most robust light transport simulation algorithms developed so far. It combines bidirectional path tracing with photon mapping using multiple importance sampling (MIS). ...
    • Matrix Bidirectional Path Tracing 

      Chaitanya, Chakravarty Reddy Alla; Belcour, Laurent; Hachisuka, Toshiya; Premoze, Simon; Pantaleoni, Jacopo; Nowrouzezahrai, Derek (The Eurographics Association, 2018)
      Sampled paths in Monte Carlo ray tracing can be arbitrarily close to each other due to its stochastic nature. Such clumped samples in the path space tend to contribute little toward an accurate estimate of each pixel. ...
    • Primary Sample Space Path Guiding 

      Guo, Jerry Jinfeng; Bauszat, Pablo; Bikker, Jacco; Eisemann, Elmar (The Eurographics Association, 2018)
      Guiding path tracing in light transport simulation has been one of the practical choices for variance reduction in production rendering. For this purpose, typically structures in the spatial-directional domain are built. ...
    • Scalable Real-Time Shadows using Clustering and Metric Trees 

      Deves, François; Mora, Frédéric; Aveneau, Lilian; Ghazanfarpour, Djamchid (The Eurographics Association, 2018)
      Real-time shadow algorithms based on geometry generally produce high quality shadows. Recent works have considerably improved their efficiency. However, scalability remains an issue because these methods strongly depend ...
    • Screen Space Approximate Gaussian Hulls 

      Meder, Julian; Brüderlin, Beat (The Eurographics Association, 2018)
      The Screen Space Approximate Gaussian Hull method presented in this paper is based on an output sensitive, adaptive approach, which addresses the challenge of high quality rendering even for high resolution displays and ...
    • Soft Transparency for Point Cloud Rendering 

      Seemann, Patrick; Palma, Gianpaolo; Dellepiane, Matteo; Cignoni, Paolo; Goesele, Michael (The Eurographics Association, 2018)
      We propose a novel rendering framework for visualizing point data with complex structures and/or different quality of data. The point cloud can be characterized by setting a per-point scalar field associated to the aspect ...