• Login
    Search 
    •   Eurographics DL Home
    • Eurographics Partner Events
    • Search
    •   Eurographics DL Home
    • Eurographics Partner Events
    • Search
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Search

    Show Advanced FiltersHide Advanced Filters

    Filters

    Use filters to refine the search results.

    Now showing items 1-10 of 19

    • Sort Options:
    • Relevance
    • Title Asc
    • Title Desc
    • Issue Date Asc
    • Issue Date Desc
    • Results Per Page:
    • 5
    • 10
    • 20
    • 40
    • 60
    • 80
    • 100
    Thumbnail

    The Bounced Z-buffer for Indirect Visibility 

    Nalbach, Oliver; Ritschel, Tobias; Seidel, Hans-Peter (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 ...
    Thumbnail

    Interactive Global Illumination Effects Using Deterministically Directed Layered Depth Maps 

    Aalund, Frederik Peter; Frisvad, Jeppe Revall; Bærentzen, Jakob Andreas (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 ...
    Thumbnail

    Efficient Visibility Heuristics for kd-trees Using the RTSAH 

    Moulin, Matthias; Billen, Niels; Dutré, Philip (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 ...
    Thumbnail

    MBVH Child Node Sorting for Fast Occlusion Test 

    Ogaki, Shinji; Derouet-Jourdan, Alexandre (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 ...
    Thumbnail

    A New Force Model for Controllable Breaking Waves 

    Brousset, Mathias; Darles, Emmanuelle; Meneveaux, Daniel; Poulin, Pierre; Crespin, Benoît (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 ...
    Thumbnail

    Level-of-Detail for Production-Scale Path Tracing 

    Prus, Magdalena; Eisenacher, Christian; Stamminger, Marc (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 ...
    Thumbnail

    Practical Rendering of Thin Layered Materials with Extended Microfacet Normal Distributions 

    Guo, Jie; Qian, Jinghui; Pan, Jingui (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 ...
    Thumbnail

    Evaluation of Surface Tension Models for SPH-Based Fluid Animations Using a Benchmark Test 

    Huber, Markus; Reinhardt, Stefan; Weiskopf, Daniel; Eberhardt, Bernhard (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 ...
    Thumbnail

    A More Efficient Parallel Method For Neighbour Search Using CUDA 

    Morillo, Daniel; Carmona, Ricardo; Perea, Juan J.; Cordero, Juan M. (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 ...
    Thumbnail

    High Performance Non-linear Motion Blur 

    Guertin, Jean-Philippe; Nowrouzezahrai, Derek (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 ...
    • 1
    • 2

    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA
     

     

    Browse

    All of Eurographics DLCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CommunityBy Issue DateAuthorsTitlesSubjects

    My Account

    LoginRegister

    Discover

    AuthorCrespin, Benoît (2)Han, Dongsoo (2)Aalund, Frederik Peter (1)Anagnostopoulos, Christos-Nikolaos (1)Billen, Niels (1)Brok, Dennis den (1)Brousset, Mathias (1)Bukenberger, Dennis R. (1)Bærentzen, Jakob Andreas (1)Carmona, Ricardo (1)... View MoreSubject
    I.3.7 [Computer Graphics] (19)
    Three Dimensional Graphics and Realism (19)
    Animation (9)Raytracing (5)and texture (4)Color (4)shading (4)shadowing (4)Types of Simulation (4)I.3.3 [Computer Graphics] (2)... View MoreDate Issued
    2015 (19)
    Has File(s)true (19)

    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
    TUGFhA