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Antialiasing complex global illumination effects in path-space
2017
ACM Transactions on Graphics
In doing so, we also unify the traditional path-space formulation of light-transport with our frequency-space interpretation of global illumination pre-filtering. ...
We present the first method to efficiently and accurately predict antialiasing footprints to pre-filter color-, normal-, and displacement-mapped appearance in the context of multi-bounce global illumination ...
covariance filtering formulations with covariance tracing to antialias complex global illumination effects. ...
doi:10.1145/3072959.3126812
fatcat:5e3hpm52q5hxfdtswt4vih2wdi
Antialiasing Complex Global Illumination Effects in Path-Space
2017
ACM Transactions on Graphics
In doing so, we also unify the traditional path-space formulation of light-transport with our frequency-space interpretation of global illumination pre-filtering. ...
We present the first method to efficiently and accurately predict antialiasing footprints to pre-filter color-, normal-, and displacement-mapped appearance in the context of multi-bounce global illumination ...
covariance filtering formulations with covariance tracing to antialias complex global illumination effects. ...
doi:10.1145/2990495
fatcat:swhp2q2y5bd4jjdaq63zttu7ny
Antialiasing Complex Global Illumination Effects in Path-Space
2017
ACM Transactions on Graphics
In doing so, we also unify the traditional path-space formulation of light-transport with our frequency-space interpretation of global illumination pre-filtering. ...
We present the first method to efficiently and accurately predict antialiasing footprints to pre-filter color-, normal-, and displacement-mapped appearance in the context of multi-bounce global illumination ...
covariance filtering formulations with covariance tracing to antialias complex global illumination effects. ...
doi:10.1145/3072959.2990495
fatcat:h47afdplprdmziiwnjtfxvx3qq
Combining global and local virtual lights for detailed glossy illumination
2010
ACM SIGGRAPH Asia 2010 papers on - SIGGRAPH ASIA '10
In this paper we introduce a solution that separately solves for the global (low-rank, dense) and local (highrank, sparse) illumination components. ...
While many fast global illumination solutions have been proposed, all of them work under limiting assumptions on the materials and lighting in the scene. ...
exactly the localized illumination effects that remain in I 2 j . ...
doi:10.1145/1866158.1866169
fatcat:yy5gziccy5cejmqskrfofupz24
Combining global and local virtual lights for detailed glossy illumination
2010
ACM Transactions on Graphics
In this paper we introduce a solution that separately solves for the global (low-rank, dense) and local (highrank, sparse) illumination components. ...
While many fast global illumination solutions have been proposed, all of them work under limiting assumptions on the materials and lighting in the scene. ...
exactly the localized illumination effects that remain in I 2 j . ...
doi:10.1145/1882261.1866169
fatcat:lwurvpi3jzbjbjcsgqauct2tnu
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
2012
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '12
number of samples used in the integration to the estimated illuminant variance (c). ...
Abstract Shading complex materials such as acquired reflectances in multilight environments is computationally expensive. ...
Other algorithms strive to depict a variety of effects such as global illumination. ...
doi:10.1145/2159616.2159637
dblp:conf/si3d/BagherSSBH12
fatcat:a4thckuhn5betd2vk66sp2a5be
Real-Time Caustics
2003
Computer graphics forum (Print)
It allows to render caustics in fully dynamic scenes in real-time on current PC hardware. ...
In this paper, we look at a special global illumination problem, rendering of caustics. ...
of cubes in space. ...
doi:10.1111/1467-8659.t01-2-00709
fatcat:f6ddmyt4tzbkzgeytr3v4nuasa
Real-time path-based surface detail
2010
Computers & graphics
Approach: In this paper, we describe a new real-time method to compute geometric detail like scratches and grooves in texture-space by using a continuous representation that is stored in two textures, ...
Antialiasing, non-height field features, and visibility computations are also taken into account. ...
The user can specify paths directly in texture space using a piecewise-linear approximation of a more general curve, or in 3D world space by defining the paths onto the object surface and then transforming ...
doi:10.1016/j.cag.2010.04.001
fatcat:bz67nk2plrf3fjmv3nxpefvziq
Interactive Rendering of Acquired Materials on Dynamic Geometry Using Frequency Analysis
2013
IEEE Transactions on Visualization and Computer Graphics
In this paper we depict complex materials such as acquired reflectances, interactively, without any pre-computation based on geometry. ...
In each frame, we first estimate the frequencies in the local light field arriving at each pixel, as well as the variance of the shading integrand. ...
Other algorithms strive to depict a variety of effects such as global illumination. ...
doi:10.1109/tvcg.2012.298
pmid:23492378
fatcat:gw5ljoxebzexrgl3khuocac4ie
Accurate direct illumination using iterative adaptive sampling
2006
IEEE Transactions on Visualization and Computer Graphics
This paper introduces a new multipass algorithm for efficiently computing direct illumination in scenes with many lights and complex occlusion. ...
Our adaptive multipass approach computes accurate direct illumination eight times faster than prior approaches in tests on several complex scenes. ...
The views expressed in this article are those of the authors and do not reflect the official policy or position of the US Air Force, Department of Defense, or the US Government. ...
doi:10.1109/tvcg.2006.41
pmid:16640249
fatcat:otbpn2vuwzc7vknu5s47wuc5ra
Perceptually-informed accelerated rendering of high quality walkthrough sequences
[article]
1999
Symposium on Rendering
In this paper, we consider accelerated rendering of walkthrough animation sequences using combination of ray tracing and Image-Based Rendering (IBR) techniques. ...
The final animation quality is enhanced by an efficient spatio-temporal antialiasing, which utilize the PF to perform a motion-compensated filtering. ...
animation framework (refer to [23] for discussion of problems with global illumination in this more general case). ...
doi:10.2312/egwr/egwr99/005-018
fatcat:xsxwqnlgmbbz3mohxbawfemmqi
Perception-based fast rendering and antialiasing of walkthrough sequences
2000
IEEE Transactions on Visualization and Computer Graphics
AbstractÐIn this paper, we consider accelerated rendering of high quality walkthrough animation sequences along predefined paths. ...
In our rendering solution, we derive as many pixels as possible using inexpensive IBR techniques without affecting the animation quality. ...
The quality criterion proposed by Nimeroff et al. seems not to be very reliable in the context of high quality rendering involving global illumination effects. ...
doi:10.1109/2945.895880
fatcat:puizvouginbjrbs7kegekas73m
A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel Effects
[chapter]
2012
Lecture Notes in Computer Science
While a deferred render model determines the colors of primary rays, a ray tracing phase compute other effects such as specular reflection and transparency, in order to achieve effects that are not easily ...
hybrid technique, completely done in GPU. ...
The authors would like to thank Leandro Fernandes for his help with shader programs, NVIDIA and people that spent a little of time discussing OptiX and CUDA related subjects in the web forum and CNPq for ...
doi:10.1007/978-3-642-33542-6_25
fatcat:gxaiftbdz5fkdc574igathd22y
BMRT: A Global Illumination Implementation of the RenderMan Standard
1996
Journal of Graphics Tools
This rendering system is widely distributed, very popular, and has been used in production (three properties usually not found in global illumination renderers). ...
We discuss how we overcame problems in mating global illumination algorithms with the RenderMan standard, and make recommendations for future versions of the standard to better accommodate such algorithms ...
Johnson and Tony Apodaca for being particularly helpful in our effort to make BMRT available to the world. Rudy Poat and Steve May graciously allowed us to use their images. ...
doi:10.1080/10867651.1996.10487462
fatcat:dacjtmktkre2tlk2q442y363wm
Interactive Global Illumination using Fast Ray Tracing
[article]
2002
Symposium on Rendering
Thus a performance is achieved that allows for applying arbitrary changes to the scene, while simulating global illumination including shadows from area light sources, indirect illumination, specular effects ...
Rasterization hardware provides interactive frame rates for rendering dynamic scenes, but lacks the ability of ray tracing required for efficient global illumination simulation. ...
Commonly, more complex lighting effects are precomputed with existing global illumination algorithms, which are expensive and relatively slow. ...
doi:10.2312/egwr/egwr02/015-024
fatcat:5ok4uykijba3tiwg7kittsxwaq
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