• 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 17

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

    C++ Compile Time Polymorphism for Ray Tracing 

    Zellmann, Stefan; Lang, Ulrich (The Eurographics Association, 2017)
    Reducing the amount of conditional branching instructions in innermost loops is crucial for high performance code on contemporary hardware architectures. In the context of ray tracing algorithms, typical examples for ...
    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

    Local Quasi-Monte Carlo Exploration 

    Tessari, Lorenzo; Hanika, Johannes; Dachsbacher, Carsten (The Eurographics Association, 2017)
    In physically-based image synthesis, the path space of light transport paths is usually explored by stochastic sampling. The two main families of algorithms are Monte Carlo/quasi-Monte Carlo sampling and Markov chain Monte ...

    RTSG: Ray Tracing for X3D via a Flexible Rendering Framework 

    Rubinstein, Dmitri; Georgiev, Iliyan; Schug, Benjamin; Slusallek, Philipp (The Eurographics Association, 2009)
    VRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most ...
    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

    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

    An Interactive Information Visualization Approach to Physically-Based Rendering 

    Simons, Gerard; Ament, Marco; Herholz, Sebastian; Dachsbacher, Carsten; Eisemann, Martin; Eisemann, Elmar (The Eurographics Association, 2016)
    In this work, we present a novel information visualization tool to gain insight into the light transport in a physically-based rendering setting. The tool consists of a sampling-based data reduction technique, an extended ...
    Thumbnail

    Towards Multi-Kernel Ray Tracing for GPUs 

    Schiffer, Thomas; Fellner, Dieter W. (The Eurographics Association, 2013)
    Ray tracing is a widely used algorithm to compute images with high visual quality. Mapping ray tracing computations to massively parallel hardware architectures in an efficient manner is a difficult task. Based on an ...
    Thumbnail

    k-d Tree Construction Designed for Motion Blur 

    Yang, Xin; Liu, Qi; Yin, Baocai; Zhang, Qiang; Zhou, Dongsheng; Wei, Xiaopeng (The Eurographics Association, 2017)
    We present a k-d tree construction algorithm designed to accelerate rendering of scenes with motion blur, in application scenarios where a k-d tree is either required or desired. Our associated data structure focuses on ...
    • 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

    AuthorDachsbacher, Carsten (5)Stamminger, Marc (2)Aalund, Frederik Peter (1)Ament, Marco (1)Barsky, Brian (1)Bergmann, Stephan (1)Beyerer, Jürgen (1)Billen, Niels (1)Bærentzen, Jakob Andreas (1)Demir, Ismail (1)... View MoreSubject
    I.3.7 [Computer Graphics] (17)
    Raytracing (17)
    Three Dimensional Graphics and Realism (17)Graphics data structures and data types (2)I.3.6 [Computer Graphics] (2)Methodology and Techniques (2)and texture (1)Application packages (1)Boundary Representations (1)Chemistry (1)... View MoreDate Issued2010 - 2017 (15)2003 - 2009 (2)Has File(s)true (17)

    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