PB
P. Bauszat
10 records found
1
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a
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MegaViews
Scalable Many-View Rendering With Concurrent Scene-View Hierarchy Traversal
We present a scalable solution to render complex scenes from a large amount of viewpoints. While previous approaches rely either on a scene or a view hierarchy to process multiple elements together, we make full use of both, enabling sublinear performance in terms of views and sc
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Stereoscopic 3D technology gives visual content creators a new dimension of design when creating images and movies. While useful for conveying emotion, laying emphasis on certain parts of the scene, or guiding the viewer's attention, editing stereo content is a challenging task.
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Spectral Monte-Carlo methods are currently the most powerful techniques for simulating light transport with wavelength-dependent phenomena (e.g., dispersion, colored particle scattering, or diffraction gratings). Compared to trichromatic rendering, sampling the spectral domain re
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We present a scheme for unbiased path guiding. Different from existing methods that focus on constructing structures in spatial-directional domain, we work in primary sample space. We collect records containing a few dimensions of random numbers as well as the luminance that the
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Monte-Carlo rendering algorithms have traditionally a high computational cost, because they rely on tracing up to billions of light paths through a scene to physically simulate light transport. Traditional path reusing amortizes the cost of path sampling over multiple pixels, but
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We propose a novel framework for photometric stereo (PS) under low-light conditions using uncalibrated near-light illumination. It operates on free-form video sequences captured with a minimalistic and affordable setup. We address issues such as albedo variations, shadowing, pers
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Voxel-based approaches are today's standard to encode volume data. Recently, directed acyclic graphs (DAGs) were successfully used for compressing sparse voxel scenes as well, but they are restricted to a single bit of (geometry) information per voxel. We present a method to comp
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Multiresolution Hierarchies (MH) and Directed Acyclic Graphs (DAG) are two recent approaches for the compression of high-resolution shadow information. In this paper, we introduce Merged Multiresolution Hierarchies (MMH), a novel data structure that unifies both concepts. An MMH
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The quality of shadow mapping is traditionally limited by texture resolution. We present a novel lossless compression scheme for high-resolution shadow maps based on precomputed multiresolution hierarchies. Traditional multiresolution trees can compactly represent homogeneous reg
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