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dc.contributor.authorYoshimura, Atsushien_US
dc.contributor.authorTokuyoshi, Yusukeen_US
dc.contributor.authorHarada, Takahiroen_US
dc.contributor.editorGhosh, Abhijeeten_US
dc.contributor.editorWei, Li-Yien_US
dc.date.accessioned2022-07-01T15:38:37Z
dc.date.available2022-07-01T15:38:37Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-187-8
dc.identifier.issn1727-3463
dc.identifier.urihttps://doi.org/10.2312/sr.20221162
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sr20221162
dc.description.abstractMulti-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, relationships between pixels and scene elements are often encoded into an existing image format. Most multi-fragment rendering systems, however, take into account only directly visible fragments on primary rays. The pixel coverage of indirectly visible fragments on reflected or refracted rays has not been well discussed. In this paper, we extend the generation of multiple fragments to support the indirect visibility in multiple bounces, which is often required by artists for image manipulation in productions. Our method is compatible with an existing multi-fragment image format such as Cryptomatte, and does not need any additional ray traversals during path tracing.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCCS Concepts: Computing methodologies --> Image manipulation; Ray tracing
dc.subjectComputing methodologies
dc.subjectImage manipulation
dc.subjectRay tracing
dc.titleMulti-Fragment Rendering for Glossy Bounces on the GPUen_US
dc.description.seriesinformationEurographics Symposium on Rendering
dc.description.sectionheadersIndustry Track Papers
dc.identifier.doi10.2312/sr.20221162
dc.identifier.pages127-131
dc.identifier.pages5 pages


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