We address the problem of denoising Monte Carlo renderings by studying existing approaches and proposing a new algorithm that yields state-of-the-art performance on a wide range of scenes.
In this paper we introduce a real-time technique that reduces such distortions based on a distortion control (rigidity) map.
We present a sketch-based toolset for asset-guided creation and intuitive editing of virtual terrains, allowing the manipulation of both elevation maps and 3D meshes, and exploiting a layer-based interface.
This paper presents a controller for camera convergence and interaxial separation that specifically addresses challenges in interactive stereoscopic applications like games.
We propose a new adaptive rendering method to improve the performance of Monte Carlo ray tracing, by reducing noise contained in rendered images while preserving high-frequency edges.
We propose a new adaptive rendering algorithm that enhances the performance of Monte Carlo ray tracing by reducing the noise, i.e., variance while preserving a variety of high-frequency edges in rendered images through a novel prediction based reconstruction.
We consider three foveated rendering methods and propose practical rules of thumb for each method to achieve significant performance gains in real-time rendering frameworks.
In this work, we wanted to understand: (i) the practical impact of the motion blur effect on the player experience; and (ii) whether the value gained by including the effect is worth the extra cost in computation, real-time performance, development time, etc.
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