Zobrazeno 1 - 10
of 10
pro vyhledávání: '"Tobias Zirr"'
Autor:
Tobias Zirr, Carsten Dachsbacher
Publikováno v:
ACM Transactions on Graphics. 39:1-19
Markov Chain Monte Carlo (MCMC) rendering is extensively studied, yet it remains largely unused in practice. We propose solutions to several practicability issues, opening up path space MCMC to become an adaptive sampling framework around established
Autor:
Tobias Zirr, Tobias Ritschel
Publikováno v:
Computer Graphics Forum. 38:53-62
Autor:
Tobias Zirr
Publikováno v:
Ray Tracing Gems II ISBN: 9781484271841
In the context of path tracing, to compute high-quality lighting fast, good stochastic light sampling is just as important as light culling is in the context of raster graphics. In order to enable path tracing in Quake 2, multiple solutions were eval
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::18893788c26e8b8bf0f27bee78b9d9a1
https://doi.org/10.1007/978-1-4842-7185-8_47
https://doi.org/10.1007/978-1-4842-7185-8_47
Publikováno v:
Computer Graphics Forum. 37:410-421
Autor:
Carsten Dachsbacher, Tobias Zirr
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics. 24:1155-1166
In this paper we present a novel GPU-friendly real-time voxelization technique for rendering homogeneous media that is defined by particles, e.g., fluids obtained from particle-based simulations such as Smoothed Particle Hydrodynamics (SPH). Our meth
Publikováno v:
IEEE Transactions on Visualization and Computer Graphics. 23:1767-1781
We present a novel method to optimize the attenuation of light for the single scattering model in direct volume rendering. A common problem of single scattering is the high dynamic range between lit and shadowed regions due to the exponential attenua
Publikováno v:
Computer Graphics Forum. 36:101-110
Emissive media are often challenging to render: in thin regions where only few scattering events occur the emission is poorly sampled, while sampling events for emission can be disadvantageous due ...
Publikováno v:
GPU Pro 360 ISBN: 9781351052108
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::e051f1d028e32be88b49e511772688d3
https://doi.org/10.1201/9781351052108-11
https://doi.org/10.1201/9781351052108-11
Publikováno v:
Computer Graphics Forum. 34:491-500
Inspired by vector field topology, an established tool for the extraction and identification of important features of flows and vector fields, we develop means for the analysis of the structure of light transport. For that, we derive an analogy to ve
Autor:
Anton S. Kaplanyan, Tobias Zirr
Publikováno v:
I3D
We present a stable shading method and a procedural shading model that enables real-time rendering of sub-pixel glints and anisotropic microdetails resulting from irregular microscopic surface structure to simulate a rich spectrum of appearances rang