Zobrazeno 1 - 10
of 69
pro vyhledávání: '"Nicolas Holzschuch"'
Publikováno v:
Computational Visual Media, Vol 6, Iss 2, Pp 157-168 (2020)
Abstract Monte Carlo based methods such as path tracing are widely used in movie production. To achieve low noise, they require many samples per pixel, resulting in long rendering time. To reduce the cost, one solution is Monte Carlo denoising, which
Externí odkaz:
https://doaj.org/article/51714edfba6d4ba18b25e5f1b72e2324
Publikováno v:
Computational Visual Media, Vol 6, Iss 1, Pp 37-51 (2020)
Abstract Rendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large albedo or a sm
Externí odkaz:
https://doaj.org/article/74002dec58e94bdfad47c19b104e7883
Publikováno v:
Computer Graphics Forum
Computer Graphics Forum, 2022, 41 (6), pp.110-123. ⟨10.1111/cgf.14514⟩
Computer Graphics Forum, 2022, 41 (6), pp.110-123. ⟨10.1111/cgf.14514⟩
Spatially-varying bi-directional reflectance distribution functions (SVBRDFs) are crucial for designers to incorporate new materials in virtual scenes, making them look more realistic. Reconstruction of SVBRDFs is a long-standing problem. Existing me
Publikováno v:
ACM Transactions on Graphics
ACM Transactions on Graphics, 2022, 41 (2), pp.1-17. ⟨10.1145/3507915⟩
ACM Transactions on Graphics, 2022, 41 (2), pp.1-17. ⟨10.1145/3507915⟩
International audience; The detailed glinty appearance from complex surface microstructures enhances the level of realism but is both - and time-consuming to render, especially when viewed from far away (large spatial coverage) and/or illuminated by
Publikováno v:
ASIA 2022-15th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia
ASIA 2022-15th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia, Dec 2022, Daegu (Korea), South Korea. pp.1-8, ⟨10.1145/3550469.3555381⟩
ASIA 2022-15th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia, Dec 2022, Daegu (Korea), South Korea. pp.1-8, ⟨10.1145/3550469.3555381⟩
International audience; Caustics are interesting patterns caused by the light being focused when reflecting off glossy materials. Rendering them in computer graphics is still challenging: they correspond to high luminous intensity focused over a smal
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics, Institute of Electrical and Electronics Engineers, 2021, 27 (7), pp.3123-3134. ⟨10.1109/TVCG.2019.2963015⟩
IEEE Transactions on Visualization and Computer Graphics, 2021, 27 (7), pp.3123-3134. ⟨10.1109/TVCG.2019.2963015⟩
IEEE Transactions on Visualization and Computer Graphics, Institute of Electrical and Electronics Engineers, 2021, 27 (7), pp.3123-3134. ⟨10.1109/TVCG.2019.2963015⟩
IEEE Transactions on Visualization and Computer Graphics, 2021, 27 (7), pp.3123-3134. ⟨10.1109/TVCG.2019.2963015⟩
International audience; Rendering participating media is important to the creation of photorealistic images. Participating media has a translucent aspect that comes from light being scattered inside the material. For materials with a small mean-free-
Publikováno v:
ACM Transactions on Graphics
ACM Transactions on Graphics, 2020, 39 (5), pp.1-12. ⟨10.1145/3406836⟩
ACM Transactions on Graphics, Association for Computing Machinery, 2020, 39 (5), pp.1-12. ⟨10.1145/3406836⟩
ACM Transactions on Graphics, 2020, 39 (5), pp.1-12. ⟨10.1145/3406836⟩
ACM Transactions on Graphics, Association for Computing Machinery, 2020, 39 (5), pp.1-12. ⟨10.1145/3406836⟩
International audience; Rendering glinty details from specular microstructure enhances the level of realism, but previous methods require heavy storage for the high-resolution height field or normal map and associated acceleration structures. In this
Publikováno v:
Computational Visual Media, Vol 6, Iss 1, Pp 37-51 (2020)
Computational Visual Media
Computational Visual Media, Springer, 2020, 6, pp.37-51. ⟨10.1007/s41095-020-0160-1⟩
Computational Visual Media, 2020, 6, pp.37-51. ⟨10.1007/s41095-020-0160-1⟩
Computational Visual Media
Computational Visual Media, Springer, 2020, 6, pp.37-51. ⟨10.1007/s41095-020-0160-1⟩
Computational Visual Media, 2020, 6, pp.37-51. ⟨10.1007/s41095-020-0160-1⟩
International audience; Rendering translucent materials is costly: light transport algorithms need to simulate a large number of scattering events inside the material before reaching convergence. The cost is especially high for materials with a large
Publikováno v:
Journal of the international colour association
Journal of the international colour association, 2021, 26, pp.41-48
Journal of the international colour association, International Colour Association, AIC, 2021, 26, pp.41-48
HAL
Journal of the international colour association, 2021, 26, pp.41-48
Journal of the international colour association, International Colour Association, AIC, 2021, 26, pp.41-48
HAL
International audience; Pigments are quite complex materials whose appearance involves many optical phenomena. Here, we focused on hematite as it is a traditional pigment, whose origin of coloration has been well discussed in the literature. Pure nan
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dedup_wf_001::62fd67965cc155d5e83a609bb8a508e7
https://hal.science/hal-03174514/file/jaic_v26_05_final.pdf
https://hal.science/hal-03174514/file/jaic_v26_05_final.pdf
Publikováno v:
ACM Transactions on Graphics
ACM Transactions on Graphics, Association for Computing Machinery, 2020, 39 (6), pp.1-13. ⟨10.1145/3414685.3417811⟩
ACM Transactions on Graphics, 2020, 39 (6), pp.1-13. ⟨10.1145/3414685.3417811⟩
ACM Transactions on Graphics, Association for Computing Machinery, 2020, 39 (6), pp.1-13. ⟨10.1145/3414685.3417811⟩
ACM Transactions on Graphics, 2020, 39 (6), pp.1-13. ⟨10.1145/3414685.3417811⟩
Monte Carlo light transport simulations often lack robustness in scenes containing specular or near-specular materials. Widely used uni- and bidirectional sampling strategies tend to find light paths involving such materials with insufficient probabi
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::c13fc1ca1f32486b306521cc8eb3fca1
https://hal.inria.fr/hal-03146049/document
https://hal.inria.fr/hal-03146049/document