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Articole: 67
  1. Gaussian Point Splatting

    We propose Gaussian point splatting, a stochastic method to render Gaussian splats that scales extremely well to scenes with many Gaussians.

  2. Computing Camera Rays

    We are in a transition period, where ray tracing and rasterization coexist.

  3. Path tracing is ubiquitous in production rendering and path guiding has established itself as a powerful approach to mitigate its failure cases.

  4. A core operation in Monte Carlo volume rendering is transmittance estimation: Given a segment along a ray, the goal is to estimate the fraction of light that will pass through this segment without encountering absorption or out-scattering.

  5. Now that we have a spectral renderer, it is time to see if it was worth the effort.

  6. Based on the insights from part 1, we have the means to define illuminant and reflectance spectra for our scene data.

  7. Spectral rendering, part 1: Spectra

    In my previous blog post, I explained spectral radiometric quantities and a few basics of spectral rendering.

  8. Spectral rendering: Overview

    Rather than treating colors as RGB triples, spectral rendering uses spectra, which specify an intensity for each wavelength.

  9. Lightmaps are popular for precomputed global illumination, but require costly recomputation when the scene changes.

  10. Physically based differentiable rendering has established itself as key to inverse rendering, in which scenes are recovered from images through gradient-based optimization.

  11. We present Splatshop, a highly optimized toolbox for interactive editing (selection, deletion, painting, transformation, ...) of 3D Gaussian Splatting models.

  12. Derivatives of Spherical Harmonics

    This poster presents formulas to compute partial derivatives of any order for the spherical harmonics basis.

  13. The advantages of spectral rendering are increasingly well known, and corresponding rendering algorithms have matured.

  14. The radiometric quantities introduced in part 1 of this series are completely color-blind.

  15. Radiometric quantities are crucial for physically-based rendering.

  16. Radiometry: Overview

    Physically-based rendering requires physical quantities, specifically radiometric and photometric quantities.

  17. Path tracing lectures

    Earlier this year, I prepared lectures on path tracing for master students at TU Delft.

  18. A recent paper of mine performs an intersection test in a ray tracing shader.

  19. Spherical harmonics glyphs are an established way to visualize high angular resolution diffusion imaging data.

  20. In recent work, Nanite has demonstrated how to rasterize virtualized micro-poly geometry in real time, thus enabling immense geometric complexity.

  21. Path tracing workshop

    Now that GPUs have ray tracing units, real-time path tracing is coming into reach.

  22. Geometric structures such as points, lines, and surfaces play a vital role in scientific visualization.

  23. Recent advances in ray tracing hardware bring real-time path tracing into reach, and ray traced soft shadows, glossy reflections, and diffuse global illumination are now common features in games.

  24. My toy renderer, part 5: Animations

    I was not planning to have a fifth part in this series about my toy renderer but there were some interesting changes for our paper on vertex-blend attribute compression.

  25. Compression of vertex attributes is crucial to keep bandwidth requirements in real-time rendering low.

  26. We present a novel image-based representation to interactively visualize large and arbitrarily structured volumetric data.

  27. When people look at my shader code, one of the most frequently asked questions is why I use the GLSL fma instruction (or its HLSL equivalent mad) so frequently.

  28. Matplotlib slides

    I used to make my slides in Powerpoint.

  29. Shading with polyhedral lights

    In the past winter term at Karlsruhe Institute of Technology, I had the pleasure of supervising Bastian Urbach's bachelor thesis.

  30. My toy renderer, part 4: Ray tracing

    Part 4 of this series about my toy renderer is all about ray traced shadows.

  31. Part 3 of this series about my toy renderer covers some basic techniques for rendering.

  32. Part 2 of this series about my toy renderer is all about scene data.

  33. We introduce an efficient method to sample linear lights, i.e. infinitesimally thin cylinders, proportional to projected solid angle.

  34. With the advent of real-time ray tracing, there is an increasing interest in GPU-friendly importance sampling techniques.

  35. Part 1 of this series about my toy renderer covers the most fundamental design decisions.

  36. My toy renderer: Overview

    Alongside my latest papers I released the underlying renderer as open source.

  37. In my job at the Karlsruhe Institute of Technology, I usually supervise two bachelor or master theses per term (four per year).

  38. Rapidly growing data sizes of scientific simulations pose significant challenges for interactive visualization and analysis techniques.

  39. Moment-Based Opacity Optimization

    Geometric structures such as points, lines, and surfaces play a vital role in scientific visualization.

  40. If you are familiar with my work, you may be surprised to hear that I barely ever write documents in LaTeX.

  41. Redesign of the blog

    Over the past year, I have gotten dissatisfied with the setup of my blog.

  42. We propose a data reduction technique for scattered data based on statistical sampling.

  43. In a recent journal paper, we introduced a technique to represent reflectance spectra by an arbitrary number of Fourier coefficients.

  44. We present a compact and efficient representation of spectra for accurate rendering using more than three dimensions.

  45. This blog post answers a question that Tomáš Davidovič from Weta Digital had about the recently published projected solid angle sampling for spherical caps.

  46. Stochastic shading with area lights requires methods to sample the light sources.

  47. Back in May, we published moment-based order-independent transparency (MBOIT) at the Symposium on Interactive 3D Graphics and Games 2018.

  48. With the push towards physically based rendering, stochastic sampling of shading, e.g. using path tracing, is becoming increasingly important in real-time rendering.

  49. Compositing transparent surfaces rendered in an arbitrary order requires techniques for order-independent transparency.

  50. Wir wenden die Theorie der Momente auf Probleme des Visual Computings an.