Related papers: Physically-based Path Tracer using WebGPU and Open…
Photorealistic rendering effects are common in films, but most real time graphics today still rely on scan-line based multi-pass rendering to deliver rich visual experiences. While there have been prior works in distributed path tracing for…
We investigate the concept of rendering production-style content with full path tracing in a data-distributed fashion -- that is, with multiple collaborating nodes and/or GPUs that each store only part of the model. In particular, we…
We present in this paper several improvements for computing shortest path maps using OpenGL shaders. The approach explores GPU rasterization as a way to propagate optimal costs on a polygonal 2D environment, producing shortest path maps…
Simulating event streams from 3D scenes has become a common practice in event-based vision research, as it meets the demand for large-scale, high temporal frequency data without setting up expensive hardware devices or undertaking extensive…
OpenPBR is a physically based, standardized uber-shader developed for interoperable material authoring and rendering across VFX, animation, and design visualization workflows. This document serves as a companion to the official…
We propose a path-guiding algorithm to be incorporated into the wavefront style of path tracers (WFPTs). As WFPTs are primarily implemented on graphics processing units (GPUs), the proposed method aims to leverage the capabilities of the…
We present an experimental neural path tracer designed to exploit the large on-chip memory of Graphcore intelligence-processing-units (IPUs). This open source renderer demonstrates how to map path tracing to the novel software and hardware…
Ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of high-quality global illumination at a heavy computational cost. Because of the high computation…
With the increasing computational power of today's workstations, real-time physically-based rendering is within reach, rapidly gaining attention across a variety of domains. These have expeditiously applied to medicine, where it is a…
Over the last decade, advances in GPU hardware have been driven in large part by the demands of real-time graphics, culminating in dedicated hardware ray tracing cores (RT cores). These units accelerate ray scene intersection queries…
Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy…
Particle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to…
Path-Guiding algorithms for sampling scattering directions can drastically decrease the variance of Monte Carlo estimators of Light Transport Equation, but their usage was limited to offline rendering because of memory and computational…
Modern rendering libraries provide unprecedented realism, producing real-time photorealistic 3D graphics on commodity hardware. Visual fidelity, however, comes at the cost of increased complexity and difficulty of usage, with many rendering…
This study explores the capabilities of WebGPU, an emerging web graphics paradigm, for real-time cloth simulation. Traditional WebGL-based methods have been in handling complex physical simulations due to their emphasis on graphics…
Adaptive Mesh Refinement (AMR) is becoming a prevalent data representation for scientific visualization. Resulting from large fluid mechanics simulations, the data is usually cell centric, imposing a number of challenges for high quality…
Photo realism in computer generated imagery is crucially dependent on how well an artist is able to recreate real-world materials in the scene. The workflow for material modeling and editing typically involves manual tweaking of material…
Three-dimensional reconstruction of events recorded on images has been a common challenge between computer vision and computer graphics for a long time. Estimating the real position of objects and surfaces using vision as an input is no…
Building systems capable of replicating global illumination models with interactive frame-rates has long been one of the toughest conundrums facing computer graphics researchers. Voxel Cone Tracing, as proposed by Cyril Crassin et al. in…
Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They enable high-fidelity rendering with complex real-world lighting effects, but at the cost of high…