Reduced Aggregate Scattering Operators for Path Tracing
We propose a practical way to precompute and compactly store ASOs and demonstrate their ability to accelerate path tracing.
ActionSnapping: Motion-Based Video Synchronization
We present a novel method for synchronizing action videos where a similar action is performed by different people at different times and different locations with different local speed changes, e.g., as in sports like weightlifting, baseball pitch, or dance.
User, Metric, and Computational Evaluation of Foveated Rendering Methods
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.
IRIDiuM: Immersive Rendered Interactive Deep Media
We propose a solution for presenting movie quality graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion.
Adaptive Polynomial Rendering
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.
Subdivision Next-Event Estimation for Path-Traced Subsurface Scattering
We present subdivision next-event estimation (SNEE) for unbiased Monte Carlo simulation of subsurface scattering.
Fin Textures for Real-Time Painterly Aesthetics
In this paper, we propose a method to interactively render these complex 3D paintings with a focus on character animation in video games.
Adaptive Rendering with Linear Predictions
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.
Multi-Scale Modeling and Rendering of Granular Materials
We address the problem of modeling and rendering granular materials—such as large structures made of sand, snow, or sugar— where an aggregate object is composed of many randomly oriented, but discernible grains.
Portal-Masked Environment Map Sampling
We present a technique to efficiently importance sample distant, all-frequency illumination in indoor scenes.
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