dc.contributor.author | Li, Tianyu | en_US |
dc.contributor.author | Guo, Xiaoxin | en_US |
dc.contributor.editor | Hu, Ruizhen | en_US |
dc.contributor.editor | Charalambous, Panayiotis | en_US |
dc.date.accessioned | 2024-04-16T15:39:14Z | |
dc.date.available | 2024-04-16T15:39:14Z | |
dc.date.issued | 2024 | |
dc.identifier.isbn | 978-3-03868-237-0 | |
dc.identifier.issn | 1017-4656 | |
dc.identifier.uri | https://doi.org/10.2312/egs.20241026 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egs20241026 | |
dc.description.abstract | Object 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.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Computing methodologies->Rendering | |
dc.subject | Computing methodologies | |
dc.subject | >Rendering | |
dc.title | Real-time Seamless Object Space Shading | en_US |
dc.description.seriesinformation | Eurographics 2024 - Short Papers | |
dc.description.sectionheaders | Rendering | |
dc.identifier.doi | 10.2312/egs.20241026 | |
dc.identifier.pages | 4 pages | |