Scene Decomposition and Relighting from Image Collections in Neural Rendering
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We present a new algorithm for computational caustic design. Our algorithm solves for the shape of a transparent object such that the refracted light paints a desired caustic image on a receiver screen. We introduce an optimal transport formulation to esta ...
Parallel rendering of large polygonal models with transparency is challenging due to the need for alpha-correct blending and compositing, which is costly for very large models with high depth complexity and spatial overlap. In this paper we compare the per ...
Crosstalk and vergence-accommodation rivalry negatively impact the quality of experience (QoE) provided by stereoscopic displays. However, exploiting visual attention and adapting the 3D rendering process on the fly can reduce these drawbacks. In this pape ...
The computation of caustics created by reflection or refraction of light is a well-studied problem in computer graphics. This paper investigates the inverse problem: Given a greyscale intensity image, find the shape of a surface that will cast a caustic th ...
We propose a real-time solution for modeling and tracking multiple 3D objects in unknown environments for Augmented Reality. The proposed solution consists of both scalable tracking and interactive modeling. Our contribution is twofold: First, we show how ...
The contribution of this paper is two-fold. First, we show how to extend the ESM algorithm to handle motion blur in 3D object track- ing. ESM is a powerful algorithm for template matching-based tracking, but it can fail under motion blur. We introduce an i ...
Face rendering is a really important topic in Computer Graphics because a lot of virtual simulations or video games contain virtual humans. In order to obtain a realistic face, we need to take care of skin rendering. Nowadays, we can use modern 3D scanning ...
We present a general and practical method for computing BSDFs of layered materials. Its ingredients are transport-theoretical models of isotropic or anisotropic scattering layers and smooth or rough boundaries of conductors and dielectrics. Following expan ...
Smartphones are an ideal platform for local multiplayer games, thanks to their computational and networking ca- pabilities as well as their popularity and portability. How- ever, existing game engines do not exploit the locality of players to improve game ...
Despite the wide amount of computer graphics frameworks and solutions available for virtual reality, it is still difficult to find a perfect one fitting at the same time the many constraints of research and educational contexts. Advanced functionalities an ...