Zobrazeno 1 - 5
of 5
pro vyhledávání: '"Soham Uday Mehta"'
Publikováno v:
ACM Transactions on Graphics. 35:1-13
Soft shadows, depth of field, and diffuse global illumination are common distribution effects, usually rendered by Monte Carlo ray tracing. Physically correct, noise-free images can require hundreds or thousands of ray samples per pixel, and take a l
Publikováno v:
Mehta, Soham Uday; Wang, Brandon; Ramamoorthi, Ravi; & Durand, Fredo. (2013). Axis-aligned filtering for interactive physically-based diffuse indirect lighting. ACM Transactions on Graphics, 32(4), 1. doi: 10.1145/2461912.2461947. UC Berkeley: UC Berkeley Library. Retrieved from: http://www.escholarship.org/uc/item/5tm621bk
Mehta, Soham Uday; Wang, Brandon; Ramamoorthi, Ravi; & Durand, Fredo. (2013). Axis-aligned filtering for interactive physically-based diffuse indirect lighting. ACM Transactions on Graphics, 32(4), 1. doi: 10.1145/2461912.2461947. UC Berkeley: UC Berkeley Library. Retrieved from: http://www.escholarship.org/uc/item/1ff3j79h
Mehta, Soham Uday; Wang, Brandon; Ramamoorthi, Ravi; & Durand, Fredo. (2013). Axis-aligned filtering for interactive physically-based diffuse indirect lighting. ACM Transactions on Graphics, 32(4), 1. doi: 10.1145/2461912.2461947. UC Berkeley: UC Berkeley Library. Retrieved from: http://www.escholarship.org/uc/item/1ff3j79h
We introduce an algorithm for interactive rendering of physically-based global illumination, based on a novel frequency analysis of indirect lighting. Our method combines adaptive sampling by Monte Carlo ray or path tracing, using a standard GPU-acce
Publikováno v:
ACM Transactions on Graphics. 31:1-10
We develop a simple and efficient method for soft shadows from planar area light sources, based on explicit occlusion calculation by raytracing, followed by adaptive image-space filtering. Since the method is based on Monte Carlo sampling, it is accu
Publikováno v:
Computer Graphics Forum. 31:1501-1508
Environment-mapped rendering of Lambertian isotropic surfaces is common, and a popular technique is to use a quadratic spherical harmonic expansion. This compact irradiance map representation is widely adopted in interactive applications like video g
Publikováno v:
Other univ. web domain
Monte Carlo (MC) ray-tracing for photo-realistic rendering often requires hours to render a single image due to the large sampling rates needed for convergence. Previous methods have attempted to filter sparsely sampled MC renders but these methods h
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::e27fdd0666beba70cde2d1f1d537daf4
http://hdl.handle.net/1721.1/100017
http://hdl.handle.net/1721.1/100017