Rendering 2019 - DL-only / Industry Track
Permanent URI for this collection
Browse
Browsing Rendering 2019 - DL-only / Industry Track by Subject "Visibility"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
Item Adaptive Multi-view Path Tracing(The Eurographics Association, 2019) Fraboni, Basile; Iehl, Jean-Claude; Nivoliers, Vincent; Bouchard, Guillaume; Boubekeur, Tamy and Sen, PradeepRendering photo-realistic image sequences using path tracing and Monte Carlo integration often requires sampling a large number of paths to get converged results. In the context of rendering multiple views or animated sequences, such sampling can be highly redundant. Several methods have been developed to share sampled paths between spatially or temporarily similar views. However, such sharing is challenging since it can lead to bias in the final images. Our contribution is a Monte Carlo sampling technique which generates paths, taking into account several cameras. First, we sample the scene from all the cameras to generate hit points. Then, an importance sampling technique generates bouncing directions which are shared by a subset of cameras. This set of hit points and bouncing directions is then used within a regular path tracing solution. For animated scenes, paths remain valid for a fixed time only, but sharing can still occur between cameras as long as their exposure time intervals overlap. We show that our technique generates less noise than regular path tracing and does not introduce noticeable bias.Item Real-Time Hybrid Hair Rendering(The Eurographics Association, 2019) Jansson, Erik Sven Vasconcelos; Chajdas, Matthäus G.; Lacroix, Jason; Ragnemalm, Ingemar; Boubekeur, Tamy and Sen, PradeepRendering hair is a challenging problem for real-time applications. Besides complex shading, the sheer amount of it poses a lot of problems, as a human scalp can have over 100,000 strands of hair, with animal fur often surpassing a million. For rendering, both strand-based and volume-based techniques have been used, but usually in isolation. In this work, we present a complete hair rendering solution based on a hybrid approach. The solution requires no pre-processing, making it a drop-in replacement, that combines the best of strand-based and volume-based rendering. Our approach uses this volume not only as a level-of-detail representation that is raymarched directly, but also to simulate global effects, like shadows and ambient occlusion in real-time.