[책][B] Real-time rendering
T Akenine-Moller, E Haines, N Hoffman - 2019 - taylorfrancis.com
Thoroughly revised, this third edition focuses on modern techniques used to generate
synthetic three-dimensional images in a fraction of a second. With the advent of …
synthetic three-dimensional images in a fraction of a second. With the advent of …
Interactive path tracing and reconstruction of sparse volumes
We combine state-of-the-art techniques into a system for high-quality, interactive rendering
of participating media. We leverage unbiased volume path tracing with multiple scattering …
of participating media. We leverage unbiased volume path tracing with multiple scattering …
FoggyStereo: Stereo matching with fog volume representation
Stereo matching in foggy scenes is challenging as the scattering effect of fog blurs the image
and makes the matching ambiguous. Prior methods deem the fog as noise and discard it …
and makes the matching ambiguous. Prior methods deem the fog as noise and discard it …
Frustum Volume Caching for Accelerated NeRF Rendering
Neural Radiance Fields (NeRFs) have revolutionized the field of inverse rendering due to
their ability to synthesize high-quality novel views and applicability in practical contexts …
their ability to synthesize high-quality novel views and applicability in practical contexts …
Real-time mixed reality rendering for underwater 360 videos
We present a novel mixed reality (MR) rendering and composition solution that illuminates
and blends virtual objects into underwater 360° videos (360-video) in real-time. Real-time …
and blends virtual objects into underwater 360° videos (360-video) in real-time. Real-time …
Volumetric effects of the last of us: Part two
A Kovalovs - Special Interest Group on Computer Graphics and …, 2020 - dl.acm.org
The Last of Us: Part Two is set in multiple different environments with extensive atmospheric
look. In addition, the game uses a lot of transparent objects such as glass, particle effects …
look. In addition, the game uses a lot of transparent objects such as glass, particle effects …
Impulse Responses for Precomputing Light from Volumetric Media
Modern interactive rendering can rely heavily on precomputed static lighting on surfaces
and in volumes. Scattering from volumetric media can be similarly treated using …
and in volumes. Scattering from volumetric media can be similarly treated using …