Computational Sports Broadcasting: Automated Director Assistance for Live Sports
Visibility Silhouettes for Semi-Analytic Spherical Integration
We propose a semi-analytic solution to the problem where the spherical silhouette of the visibility is computed using a search over a 4D dual mesh of the scene. Once computed, we are able to semi-analytically integrate visibility-masked spherical functions along the visibility silhouette, instead of over the entire hemisphere.
Virtual Ray Lights for Rendering Scenes with Participating Media
We present an efficient many-light algorithm for simulating indirect illumination in, and from, participating media. Instead of creating discrete virtual point lights (VPLs) at vertices of random-walk paths, we present a continuous generalization that places virtual ray lights (VRLs) along each path segment in the medium.
Real-Time Volumetric Shadows using 1D Min-Max Mipmaps
In this paper, we present a new real-time algorithm for computing volumetric shadows in single-scattering media on the GPU.
Programmable Motion Effects
In our work, we experiment with motion depiction as a first-class entity within the rendering process.
Practical Hessian-Based Error Control for Irradiance Caching
This paper introduces a new error metric for irradiance caching that significantly outperforms the classic Split-Sphere heuristic.
Photon Beam Diffusion: A Hybrid Monte Carlo Method for Subsurface Scattering
In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches.
A Programmable System for Artistic Volumetric Lighting
We present a method for generating art-directable volumetric effects, ranging from physically-accurate to non-physical results.
Quality-Aware Coding and Relaying for 60 GHz Real-Time Wireless Video Broadcasting
This paper designs a quality-aware coding and relaying algorithm for maximization of the overall video quality.
Joint Importance Sampling of Low-Order Volumetric Scattering
We analyze why current incremental construction schemes often lead to high variance in the presence of participating media, and reveal that such approaches are an unnecessary legacy inherited from traditional surface-based rendering algorithms.
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