Now showing items 1-8 of 8

    • Fast Global Illumination with Discrete Stochastic Microfacets Using a Filterable Model 

      Wang, Beibei; Wang, Lu; Holzschuch, Nicolas (The Eurographics Association and John Wiley & Sons Ltd., 2018)
      Many real-life materials have a sparkling appearance, whether by design or by nature. Examples include metallic paints, sparkling varnish but also snow. These sparkles correspond to small, isolated, shiny particles reflecting ...
    • Joint SVBRDF Recovery and Synthesis From a Single Image using an Unsupervised Generative Adversarial Network 

      Zhao, Yezi; Wang, Beibei; Xu, Yanning; Zeng, Zheng; Wang, Lu; Holzschuch, Nicolas (The Eurographics Association, 2020)
      We want to recreate spatially-varying bi-directional reflectance distribution functions (SVBRDFs) from a single image. Pro- ducing these SVBRDFs from single images will allow designers to incorporate many new materials in ...
    • Path‐based Monte Carlo Denoising Using a Three‐Scale Neural Network 

      Lin, Weiheng; Wang, Beibei; Yang, Jian; Wang, Lu; Yan, Ling‐Qi (© 2021 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2021)
      Monte Carlo rendering is widely used in the movie industry. Since it is costly to produce noise‐free results directly, Monte Carlo denoising is often applied as a post‐process. Recently, deep learning methods have been ...
    • Real-Time Antialiased Area Lighting Using Multi-Scale Linearly Transformed Cosines 

      Tao, Chengzhi; Guo, Jie; Gong, Chen; Wang, Beibei; Guo, Yanwen (The Eurographics Association, 2021)
      We present an anti-aliased real-time rendering method for local area lights based on Linearly Transformed Cosines (LTCs). It significantly reduces the aliasing artifacts of highlights reflected from area lights due to ...
    • Real-time Denoising Using BRDF Pre-integration Factorization 

      Zhuang, Tao; Shen, Pengfei; Wang, Beibei; Liu, Ligang (The Eurographics Association and John Wiley & Sons Ltd., 2021)
      Path tracing has been used for real-time renderings, thanks to the powerful GPU device. Unfortunately, path tracing produces noisy rendered results, thus, filtering or denoising is often applied as a post-process to remove ...
    • Real‐Time Glints Rendering With Pre‐Filtered Discrete Stochastic Microfacets 

      Wang, Beibei; Deng, Hong; Holzschuch, Nicolas (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)
      Many real‐life materials have a sparkling appearance. Examples include metallic paints, sparkling fabrics and snow. Simulating these sparkles is important for realistic rendering but expensive. As sparkles come from small ...
    • SVBRDF Recovery from a Single Image with Highlights Using a Pre‐trained Generative Adversarial Network 

      Wen, Tao; Wang, Beibei; Zhang, Lei; Guo, Jie; Holzschuch, Nicolas (© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2022)
      Spatially varying bi‐directional reflectance distribution functions (SVBRDFs) are crucial for designers to incorporate new materials in virtual scenes, making them look more realistic. Reconstruction of SVBRDFs is a ...
    • Unsupervised Image Reconstruction for Gradient-Domain Volumetric Rendering 

      Xu, Zilin; Sun, Qiang; Wang, Lu; Xu, Yanning; Wang, Beibei (The Eurographics Association and John Wiley & Sons Ltd., 2020)
      Gradient-domain rendering can highly improve the convergence of light transport simulation using the smoothness in image space. These methods generate image gradients and solve an image reconstruction problem with rendered ...