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Now showing items 21-30 of 114
GPU-based Real-time On-surface Droplet Flow in X3D
(The Eurographics Association, 2009)
This paper presents a method for the GPU-based real-time simulation of droplet flows on 3D surfaces. It is also outlined, how this approach can be embedded into X3D. Therefore, a concept and its implementation is presented, ...
Deep Screen Space for Indirect Lighting of Volumes
(The Eurographics Association, 2014)
We present a method to render approximate indirect light transport from surfaces to volumes which is fully dynamic with respect to geometry, the medium and the main light sources, running at interactive speed. This is ...
Automatic Aesthetics-based Lighting Design with Global Illumination
(The Eurographics Association, 2014)
In computer graphics, lighting plays an important role in the appearance of a scene. A change in the configuration of light sources can lead to different aesthetics in the final rendered image. Lighting design becomes ...
Single-Pass Rendering of Day and Night Sky Phenomena
(The Eurographics Association, 2012)
This paper presents astronomical based rendering of skies as seen from low altitudes on earth, in respect to location, date, and time. The technique allows to compose an atmosphere with sun, multiple cloud layers, moon, ...
Real-time Landscape-size Convective Clouds Simulation and Rendering
(The Eurographics Association, 2017)
This paper presents an efficient, physics-based procedural model for the real-time animation and visualization of cumulus clouds at landscape size. We couple a coarse Lagrangian model of air parcels with a procedural ...
Data-Driven Fire Synthesis and Design
(The Eurographics Association, 2014)
We present a data-driven synthesis approach to design and animate fires in desired shapes and motions. At the preprocessing stage, our system simulates a set of basis fires under specific simulation configurations and ...
Parallel BTF Compression with Multi-Level Vector Quantization in OpenCL
(The Eurographics Association, 2014)
Bidirectional Texture Function (BTF) as an effective visual fidelity representation of surface appearance is becoming more and more widely used. In this paper we report on contributions to BTF data compression for multi-level ...
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 ...
Non-Sampled Anti-Aliasing
(The Eurographics Association, 2013)
In this paper we present a parallel method for high-quality edge anti-aliasing in rasterization. In contrast to traditional graphics hardware methods, which rely on massive oversampling to combat aliasing issues, we evaluate ...
Bent Normals and Cones in Screen-space
(The Eurographics Association, 2011)
Ambient occlusion (AO) is a popular technique for real-time as well as offline rendering. One of its benefits is a gain in efficiency due to the fact that occlusion and shading are decoupled which results in an average ...