Search For:

Displaying 1-8 out of 8 total
Single scattering in refractive media with triangle mesh boundaries
Found in: ACM Transactions on Graphics (TOG)
By Bruce Walter, Kavita Bala, Nicolas Holzschuch, Shuang Zhao, Bruce Walter, Kavita Bala, Nicolas Holzschuch, Shuang Zhao, Bruce Walter, Kavita Bala, Nicolas Holzschuch, Shuang Zhao, Bruce Walter, Kavita Bala, Nicolas Holzschuch, Shuang Zhao
Issue Date:July 2009
pp. 1-2
Light scattering in refractive media is an important optical phenomenon for computer graphics. While recent research has focused on multiple scattering, there has been less work on accurate solutions for single or low-order scattering. Refraction through a...
     
Real-Time Rendering of Rough Refraction
Found in: IEEE Transactions on Visualization and Computer Graphics
By Charles de Rousiers,Adrien Bousseau,Kartic Subr,Nicolas Holzschuch,Ravi Ramamoorthi
Issue Date:October 2012
pp. 1591-1602
We present an algorithm to render objects made of transparent materials with rough surfaces in real-time, under all-frequency distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the ...
 
Lagrangian Texture Advection: Preserving both Spectrum and Velocity Field
Found in: IEEE Transactions on Visualization and Computer Graphics
By Qizhi Yu,Fabrice Neyret,Eric Bruneton,Nicolas Holzschuch
Issue Date:November 2011
pp. 1612-1623
Texturing an animated fluid is a useful way to augment the visual complexity of pictures without increasing the simulation time. But texturing flowing fluids is a complex issue, as it creates conflicting requirements: we want to keep the key texture proper...
 
5D Covariance tracing for efficient defocus and motion blur
Found in: ACM Transactions on Graphics (TOG)
By Cyril Soler, Fredo Durand, Kartic Subr, Laurent Belcour, Nicolas Holzschuch
Issue Date:June 2013
pp. 1-18
The rendering of effects such as motion blur and depth-of-field requires costly 5D integrals. We accelerate their computation through adaptive sampling and reconstruction based on the prediction of the anisotropy and bandwidth of the integrand. For this, w...
     
Interactive rendering of acquired materials on dynamic geometry using bandwidth prediction
Found in: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D '12)
By Laurent Belcour, Mahdi M. Bagher, Cyril Soler, Kartic Subr, Nicolas Holzschuch
Issue Date:March 2012
pp. 127-134
Shading complex materials such as acquired reflectances in multi-light environments is computationally expensive. Estimating the shading integral requires multiple samples of the incident illumination. The number of samples required varies across the image...
     
Screen-space Percentage-Closer Soft Shadows
Found in: ACM SIGGRAPH 2010 Posters (SIGGRAPH '10)
By Cyril Soler, Jan Kautz, Mahdi MohammadBagher, Nicolas Holzschuch
Issue Date:July 2010
pp. 1-1
We present an algorithm for computing Percentage-Closer Soft Shadows inside a screen-space rendering loop. Our algorithm is faster than traditional soft shadows based on percentage closer filtering, while providing soft shadows of similar visual quality. I...
     
Single scattering in refractive media with triangle mesh boundaries
Found in: ACM SIGGRAPH 2009 papers (SIGGRAPH '09)
By Bruce Walter, Kavita Bala, Nicolas Holzschuch, Shuang Zhao
Issue Date:August 2009
pp. 3-3
Light scattering in refractive media is an important optical phenomenon for computer graphics. While recent research has focused on multiple scattering, there has been less work on accurate solutions for single or low-order scattering. Refraction through a...
     
Accurate detection of symmetries in 3D shapes
Found in: ACM Transactions on Graphics (TOG)
By Aurelien Martinet, Cyril Soler, Francois X. Sillion, Nicolas Holzschuch
Issue Date:April 2006
pp. 439-464
We propose an automatic method for finding symmetries of 3D shapes, that is, isometric transforms which leave a shape globally unchanged. These symmetries are deterministically found through the use of an intermediate quantity: the generalized moments. By ...
     
 1