Efficient and Accurate Physically-Based Differentiable Rendering
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We propose a novel system for designing and manufacturing surfaces that produce desired caustic images when illuminated by a light source. Our system is based on a nonnegative image decomposition using a set of possibly overlapping anisotropic Gaussian ker ...
The objective of this paper is to assess the capability of existing lighting simulation methods to predict the performance of complex fenestration systems, which are becoming a commonly used component in buildings construction domain. A specific experiment ...
We address the problem of re-rendering images to high dynamic range (HDR) displays, which were originally tone-mapped to standard displays. As these new HDR displays have a much larger dynamic range than standard displays, an image rendered to standard mon ...
We present a new adaptation of Retinex to enhance the rendering of high dynamic range digital color images. The image is processed using an adaptive Gaussian filter. The shape of the filter basis is adapted to follow the high contrasted edges of the image. ...
Capturing and rendering an image that fulfills the observer's expectations is a difficult task. This is due to the fact that the signal reaching the eye is processed by a complex mechanism before forming a percept, whereas a capturing device only retains t ...
Advances in graphics hardware in recent years have led not only to a huge growth in the speed at which 3D data can be rendered, but also to a marked change in the way in which different data types can be displayed. In particular, point based rendering tech ...
We address the task of rendering by ray tracing the isosurface of a high-quality continuous spline model of volumetric discrete and regular data. By expressing the spline model as a sum of nonnegative B-splines, we are able to confine the potential locatio ...
The radiant external environment may be described by two hemispheres, above and below the horizontal plane, which are discretised into patches of known solid angle. Occlusions to these patches may be combined and represented as some patch fraction for whic ...
We present efficient data structures and caching schemes to accelerate ray-surface intersections for deforming point-sampled surfaces. By exploiting spatial and temporal coherence of the deformation during the animation, we are able to improve rendering pe ...
Rendering and animating in real-time a multitude of articulated characters presents a real challenge, and few hardware systems are up to the task. Up to now, little research has been conducted to tackle the issue of real-time rendering of numerous virtual ...