Search
Now showing items 1-4 of 4
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 ...
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 ...
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, ...
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 ...