PG2020 Short Papers, Posters, and Work-in-Progress Papers
Permanent URI for this collection
Browse
Browsing PG2020 Short Papers, Posters, and Work-in-Progress Papers by Subject "Rendering"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
Item Reconstructing Monte Carlo Errors as a Blue-noise in Screen Space(The Eurographics Association, 2020) Liu, Hongli; Han, Honglei; Lee, Sung-hee and Zollmann, Stefanie and Okabe, Makoto and Wuensche, BurkhardWe present a novel method that reconstructs the Monte Carlo errors of renderings as a blue-noise in screen space. To this end, we conform the statistic result of per-pixel integration to a precomputed blue-noise mask. Thanks to the property of bluenoise, more visual fidelity is achieved through renderings after the reconstruction. The method has two key features. First, its realization is fast and straightforward. Second, it produces stable blue-noise-error renderings regardless of the correlation of the integrands. The preliminary results present robust blue-noise spectra with promising visual improvements in the renderings.Item RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering(The Eurographics Association, 2020) Tan, Yu Wei; Chua, Nicholas; Koh, Clarence; Bhojan, Anand; Lee, Sung-hee and Zollmann, Stefanie and Okabe, Makoto and Wuensche, BurkhardSigned Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface representation. While there are methods to generate them quickly on GPU, the efficiency of these approaches is limited at high resolutions. This paper showcases a novel technique that combines jump flooding and ray tracing to generate approximate SDFs in real-time for soft shadow approximation, achieving prominent shadow penumbras while maintaining interactive frame rates.