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The Bounced Z-buffer for Indirect Visibility
(The Eurographics Association, 2015)
Synthesizing images of animated scenes with indirect illumination and glossy materials at interactive frame rates commonly ignores indirect shadows. In this work we extend a class of indirect lighting algorithms that splat ...
Interactive Global Illumination Effects Using Deterministically Directed Layered Depth Maps
(The Eurographics Association, 2015)
A layered depth map is an extension of the well-known depth map used in rasterization. Multiple layered depth maps can be used as a coarse scene representation. We develop two global illumination methods which use said ...
Efficient Visibility Heuristics for kd-trees Using the RTSAH
(The Eurographics Association, 2015)
Acceleration data structures such as kd-trees aim at reducing the per-ray cost which is crucial for rendering performance. The de-facto standard for constructing kd-trees, the Surface Area Heuristic (SAH), does not take ...
MBVH Child Node Sorting for Fast Occlusion Test
(The Eurographics Association, 2015)
Optimal BVH layout differs among ray types. To accelerate shadow rays, the use of a specialized traversal order, optionally with an additional data structure has been proposed. In this paper we show how sorting child nodes ...
A New Force Model for Controllable Breaking Waves
(The Eurographics Association, 2015)
This paper presents a new method for controlling swells and breaking waves using fluid solvers. With conventional approaches that generate waves by pushing particles with oscillating planes, the resulting waves cannot be ...
Level-of-Detail for Production-Scale Path Tracing
(The Eurographics Association, 2015)
Path-traced global illumination (GI) becomes increasingly important in movie production. With offscreen elements considerably contributing to the path traced image, geometric complexity increases drastically, requiring ...
Practical Rendering of Thin Layered Materials with Extended Microfacet Normal Distributions
(The Eurographics Association, 2015)
We propose a practical reflectance model for rendering thin transparent layers with different sides varying in roughness and levels of gloss. To capture the effect of subsurface reflection, previous methods rely on importance ...
Evaluation of Surface Tension Models for SPH-Based Fluid Animations Using a Benchmark Test
(The Eurographics Association, 2015)
We evaluate surface tension models in particle-based fluid simulation systems using smoothed particle hydrodynamics (SPH) with a benchmark test. Our benchmark consists of three experiments and a set of analysis methods ...
A More Efficient Parallel Method For Neighbour Search Using CUDA
(The Eurographics Association, 2015)
In particle systems simulation, the procedure of neighbour searching is usually a bottleneck in terms of computational cost. Several techniques have been developed to solve this problem; one of particular interest is the ...
High Performance Non-linear Motion Blur
(The Eurographics Association, 2015)
Motion blur is becoming more common in interactive applications such as games and previsualization tools. Here, a common strategy is to approximate motion blur with an image-space post-process, and many recent approaches ...