Zobrazeno 1 - 10
of 27
pro vyhledávání: '"Anton S. Kaplanyan"'
Publikováno v:
ACM Transactions on Graphics. 40:1-16
We introduce a novel transmittance model to improve the volumetric representation of 3D scenes. The model can represent opaque surfaces in the volumetric light transport framework. Volumetric representations are useful for complex scenes, and become
Autor:
Alexandre Chapiro, Gizem Rufo, Romain Bachy, Anton S. Kaplanyan, Rafal Mantiuk, Anjul Patney, Gyorgy Denes, Trisha Lian
Publikováno v:
ACM Transactions on Graphics
FovVideoVDP is a video difference metric that models the spatial, temporal, and peripheral aspects of perception. While many other metrics are available, our work provides the first practical treatment of these three central aspects of vision simulta
Autor:
Joerg H. Mueller, Chakravarty R. Alla Chaitanya, Mathias Parger, Anton S. Kaplanyan, Markus Steinberger, Thomas Neff, Pascal Stadlbauer, Andreas Kurz
Publikováno v:
Computer Graphics Forum. 40:45-59
The recent research explosion around implicit neural representations, such as NeRF, shows that there is immense potential for implicitly storing high-quality scene and lighting information in compact neural networks. However, one major limitation pre
Autor:
Thomas Leimkühler, Mikhail I. Okunev, Anton S. Kaplanyan, Gizem Rufo, Todd Goodall, Anton Sochenov
Publikováno v:
ACM Transactions on Graphics. 38:1-13
In order to provide an immersive visual experience, modern displays require head mounting, high image resolution, low latency, as well as high refresh rate. This poses a challenging computational problem. On the other hand, the human visual system ca
Autor:
Douglas Robert Lanman, Chapman Matthew Steven, Anton S. Kaplanyan, Alexander Jobe Fix, Lei Xiao
Publikováno v:
ACM Transactions on Graphics. 37:1-13
Addressing vergence-accommodation conflict in head-mounted displays (HMDs) requires resolving two interrelated problems. First, the hardware must support viewing sharp imagery over the full accommodation range of the user. Second, HMDs should accurat
Autor:
Matt Chapman, Salah Nouri, Anton S. Kaplanyan, Alexander Jobe Fix, Lei Xiao, Douglas Robert Lanman
Publikováno v:
ACM Transactions on Graphics. 39
Due to higher resolutions and refresh rates, as well as more photorealistic effects, real-time rendering has become increasingly challenging for video games and emerging virtual reality headsets. To meet this demand, modern graphics hardware and game
Publikováno v:
ACM Transactions on Graphics. 36:1-10
Rendering algorithms using Markov chain Monte Carlo (MCMC) currently build upon two different state spaces. One of them is the path space, where the algorithms operate on the vertices of actual transport paths. The other state space is the primary sa
Autor:
Thomas Leimkühler, Anton S. Kaplanyan, Mikhail I. Okunev, Todd Goodall, Anton Sochenov, Gizem Rufo
Publikováno v:
SIGGRAPH Talks
Recent advances in head-mounted displays (HMDs) provide new levels of immersion by delivering imagery straight to human eyes. The high spatial and temporal resolution requirements of these displays pose a tremendous challenge for real-time rendering
Publikováno v:
SIGGRAPH Talks
Microfacet-based reflection models are widely used in visual effects applications ranging from computer games to animation and feature film rendering. However, the standard microfacet BRDF supports single scattering only. Light that is scattered more
Publikováno v:
CVPR
Modern computer vision algorithms have brought significant advancement to 3D geometry reconstruction. However, illumination and material reconstruction remain less studied, with current approaches assuming very simplified models for materials and ill