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Displaying 1-8 out of 8 total
Toward Evaluating the Usefulness of GlobalIllumination for Novices in Lighting Design Tasks
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ondrej Karlik,Martin Ruzicka,Vaclav Gassenbauer,Fabio Pellacini,Jaroslav Krivanek
Issue Date:June 2014
pp. 944-954
Thanks to its ability to improve the realism of computer-generated imagery, the use of global illumination has recently become widespread among digital lighting artists. It remains unclear, though, what impact it has on the lighting design workflows, espec...
BRDF-Shop: Creating Physically Correct Bidirectional Reflectance Distribution Functions
Found in: IEEE Computer Graphics and Applications
By Mark Colbert, Sumanta Pattanaik, Jaroslav Krivánek
Issue Date:January 2006
pp. 30-36
This articles presents an interface for quick and intuitive development of arbitrary, but physically correct, bidirectional reflectance distribution functions, or BRDFs. The interface, referred to as BRDF-Shop, gives artists the ability to create a BRDF th...
Radiance Caching for Efficient Global Illumination Computation
Found in: IEEE Transactions on Visualization and Computer Graphics
By Jaroslav Krivánek, Pascal Gautron, Sumanta Pattanaik, Kadi Bouatouch
Issue Date:September 2005
pp. 550-561
In this paper, we present a ray tracing-based method for accelerated global illumination computation in scenes with low-frequency glossy BRDFs. The method is based on sparse sampling, caching, and interpolating radiance on glossy surfaces. In particular, w...
Evaluating Progressive-Rendering Algorithms in Appearance Design Tasks
Found in: IEEE Computer Graphics and Applications
By Jiawei Ou,Ondrej Karlik,Jaroslav Krivanek,Fabio Pellacini
Issue Date:November 2013
pp. 58-68
Progressive rendering is becoming a popular alternative to precomputational approaches to appearance design. However, progressive algorithms create images exhibiting visual artifacts at early stages. A user study investigated these artifacts' effects on us...
Fast Depth of Field Rendering with Surface Splatting
Found in: Computer Graphics International Conference
By Jaroslav Krivánek, Jirí Zára, Kadi Bouatouch
Issue Date:July 2003
pp. 196
We present a new fast algorithm for rendering the depth-of- field effect for point-based surfaces. The algorithm handles partial occlusion correctly, it does not suffer from intensity leakage and it renders depth-of-field in presence of transparent surface...
Optimizing realistic rendering with many-light methods
Found in: ACM SIGGRAPH 2012 Courses (SIGGRAPH '12)
By Adam Arbree, Alexander Keller, Bruce Walter, Carsten Dachsbacher, Jaroslav Krivanek, Milos Hasan
Issue Date:August 2012
pp. 1-217
With recent improvements in hardware performance, there has been an increased demand in various industries, including game development, film production, and architectural visualization, for realistic image rendering with global illumination (GI). But curre...
Bidirectional light transport with vertex merging
Found in: SIGGRAPH Asia 2011 Sketches (SA '11)
By Iliyan Georgiev, Jaroslav Krivanek, Philipp Slusallek
Issue Date:December 2011
pp. 1-2
We present vertex merging -- a bidirectional path sampling technique for Monte Carlo light transport integration. Vertex merging is simple and more computationally efficient for specular-diffuse-specular effects than the currently available techniques in b...
Combining global and local virtual lights for detailed glossy illumination
Found in: ACM SIGGRAPH Asia 2010 papers (SIGGRAPH ASIA '10)
By Jaroslav Krivanek, Kavita Bala, Milos Hasan, Philipp Slusallek, Tomas Davidovic
Issue Date:December 2010
pp. 20-21
Accurately rendering glossy materials in design applications, where previewing and interactivity are important, remains a major challenge. While many fast global illumination solutions have been proposed, all of them work under limiting assumptions on the ...