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dc.contributor.authorLi, Tianyuen_US
dc.contributor.authorGuo, Xiaoxinen_US
dc.contributor.editorHu, Ruizhenen_US
dc.contributor.editorCharalambous, Panayiotisen_US
dc.date.accessioned2024-04-16T15:39:14Z
dc.date.available2024-04-16T15:39:14Z
dc.date.issued2024
dc.identifier.isbn978-3-03868-237-0
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egs.20241026
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20241026
dc.description.abstractObject space shading remains a challenging problem in real-time rendering due to runtime overhead and object parameterization limitations. While the recently developed algorithm by Baker et al. [BJ22] enables high-performance real-time object space shading, it still suffers from seam artifacts. In this paper, we introduce an innovative object space shading system leveraging a virtualized per-halfedge texturing schema to obviate excessive shading and preclude texture seam artifacts. Moreover, we implement ReSTIR GI on our system (see Figure 1), removing the necessity of temporally reprojecting shading samples and improving the convergence of areas of disocclusion. Our system yields superior results in terms of both efficiency and visual fidelity.en_US
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies->Rendering
dc.subjectComputing methodologies
dc.subject>Rendering
dc.titleReal-time Seamless Object Space Shadingen_US
dc.description.seriesinformationEurographics 2024 - Short Papers
dc.description.sectionheadersRendering
dc.identifier.doi10.2312/egs.20241026
dc.identifier.pages4 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License