Browsing by Author "Bauszat, Pablo"
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Item Gradient‐Guided Local Disparity Editing(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Scandolo, Leonardo; Bauszat, Pablo; Eisemann, Elmar; Chen, Min and Benes, BedrichStereoscopic 3D technology gives visual content creators a new dimension of design when creating images and movies. While useful for conveying emotion, laying emphasis on certain parts of the scene, or guiding the viewer's attention, editing stereo content is a challenging task. Not respecting comfort zones or adding incorrect depth cues, for example depth inversion, leads to a poor viewing experience. In this paper, we present a solution for editing stereoscopic content that allows an artist to impose disparity constraints and removes resulting depth conflicts using an optimization scheme. Using our approach, an artist only needs to focus on important high‐level indications that are automatically made consistent with the entire scene while avoiding contradictory depth cues and respecting viewer comfort.Item Hash-based Hierarchical Caching for Interactive Previews in Global Illumination Rendering(The Eurographics Association, 2019) Roth, Thorsten; Weier, Martin; Bauszat, Pablo; Hinkenjann, André; Li, Yongmin; Vidal, Franck P. and Tam, Gary K. L. and Roberts, Jonathan C.Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path traced results, but with a greatly reduced computational complexity allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering.Item MegaViews: Scalable Many‐View Rendering With Concurrent Scene‐View Hierarchy Traversal(© 2019 The Eurographics Association and John Wiley & Sons Ltd., 2019) Kol, Timothy R.; Bauszat, Pablo; Lee, Sungkil; Eisemann, Elmar; Chen, Min and Benes, BedrichWe present a scalable solution to render complex scenes from a large amount of viewpoints. While previous approaches rely either on a scene or a view hierarchy to process multiple elements together, we make full use of both, enabling sublinear performance in terms of views and scene complexity. By concurrently traversing the hierarchies, we efficiently find shared information among views to amortize rendering costs. One example application is many‐light global illumination. Our solution accelerates shadow map generation for virtual point lights, whose number can now be raised to over a million while maintaining interactive rates.