Browsing Rendering 2022 - Symposium Track by Subject "Computing methodologies"
Now showing items 1-13 of 13
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Generalized Decoupled and Object Space Shading System
(The Eurographics Association, 2022)We present a generalized decoupled and object space shading system. This system includes a new layer material system, a dynamic hierarchical sparse shade space allocation system, a GPU shade work dispatcher, and a multi-frame ... -
GPU-Driven Real-Time Mesh Contour Vectorization
(The Eurographics Association, 2022)Rendering contours of 3D meshes has a wide range of applications. Previous CPU-based contour rendering algorithms support advanced stylized effects but cannot achieve realtime performance. On the other hand, real-time ... -
HedcutDrawings: Rendering Hedcut Style Portraits
(The Eurographics Association, 2022)Stippling illustrations of CEOs, authors, and world leaders have become an iconic style. Dot after dot is meticulously placed by professional artists to complete a hedcut, being an extremely time-consuming and painstaking ... -
Multi-Fragment Rendering for Glossy Bounces on the GPU
(The Eurographics Association, 2022)Multi-fragment rendering provides additional degrees of freedom in postprocessing. It allows us to edit images rendered with antialiasing, motion blur, depth of field, and transparency. To store multiple fragments, ... -
NeuLF: Efficient Novel View Synthesis with Neural 4D Light Field
(The Eurographics Association, 2022)In this paper, we present an efficient and robust deep learning solution for novel view synthesis of complex scenes. In our approach, a 3D scene is represented as a light field, i.e., a set of rays, each of which has a ... -
Planetary Shadow-Aware Distance Sampling
(The Eurographics Association, 2022)Dusk and dawn scenes have been difficult for brute force path tracers to handle. We identify that a major source of the inefficiency in explicitly path tracing the atmosphere in such conditions stems from wasting samples ... -
Polarization-imaging Surface Reflectometry using Near-field Display
(The Eurographics Association, 2022)We present a practical method for measurement of spatially varying isotropic surface reflectance of planar samples using a combination of single-view polarization imaging and near-field display illumination. Unlike previous ... -
Precomputed Discrete Visibility Fields for Real-Time Ray-Traced Environment Lighting
(The Eurographics Association, 2022)Rendering environment lighting using ray tracing is challenging because many rays within the hemisphere are required to be traced. In this work, we propose discrete visibility fields (DVFs), which store visibility information ... -
A Real-Time Adaptive Ray Marching Method for Particle-Based Fluid Surface Reconstruction
(The Eurographics Association, 2022)In the rendering of particle-based fluids, the surfaces reconstructed by ray marching techniques contain more details than screen space filtering methods. However, the ray marching process is quite time-consuming because ... -
SkyGAN: Towards Realistic Cloud Imagery for Image Based Lighting
(The Eurographics Association, 2022)Achieving photorealism when rendering virtual scenes in movies or architecture visualizations often depends on providing a realistic illumination and background. Typically, spherical environment maps serve both as a natural ... -
Spatiotemporal Blue Noise Masks
(The Eurographics Association, 2022)Blue noise error patterns are well suited to human perception, and when applied to stochastic rendering techniques, blue noise masks can minimize unwanted low-frequency noise in the final image. Current methods of applying ... -
Spectral Upsampling Approaches for RGB Illumination
(The Eurographics Association, 2022)We present two practical approaches for high fidelity spectral upsampling of previously recorded RGB illumination in the form of an image-based representation such as an RGB light probe. Unlike previous approaches that ... -
Stenciled Volumetric Ambient Occlusion
(The Eurographics Association, 2022)Screen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts ...