Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
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We propose Gaussian point splatting, a stochastic method to render Gaussian splats that scales extremely well to scenes with many Gaussians.
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We are in a transition period, where ray tracing and rasterization coexist.
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Path tracing is ubiquitous in production rendering and path guiding has established itself as a powerful approach to mitigate its failure cases.
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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.
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Now that we have a spectral renderer, it is time to see if it was worth the effort.
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Based on the insights from part 1, we have the means to define illuminant and reflectance spectra for our scene data.
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In my previous blog post, I explained spectral radiometric quantities and a few basics of spectral rendering.
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Rather than treating colors as RGB triples, spectral rendering uses spectra, which specify an intensity for each wavelength.
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Lightmaps are popular for precomputed global illumination, but require costly recomputation when the scene changes.
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Physically based differentiable rendering has established itself as key to inverse rendering, in which scenes are recovered from images through gradient-based optimization.
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We present Splatshop, a highly optimized toolbox for interactive editing (selection, deletion, painting, transformation, ...) of 3D Gaussian Splatting models.
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This poster presents formulas to compute partial derivatives of any order for the spherical harmonics basis.
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The advantages of spectral rendering are increasingly well known, and corresponding rendering algorithms have matured.
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The radiometric quantities introduced in part 1 of this series are completely color-blind.
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Radiometric quantities are crucial for physically-based rendering.
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Physically-based rendering requires physical quantities, specifically radiometric and photometric quantities.
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Earlier this year, I prepared lectures on path tracing for master students at TU Delft.
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A recent paper of mine performs an intersection test in a ray tracing shader.
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Spherical harmonics glyphs are an established way to visualize high angular resolution diffusion imaging data.
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In recent work, Nanite has demonstrated how to rasterize virtualized micro-poly geometry in real time, thus enabling immense geometric complexity.
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Now that GPUs have ray tracing units, real-time path tracing is coming into reach.
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Geometric structures such as points, lines, and surfaces play a vital role in scientific visualization.
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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.
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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.
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Compression of vertex attributes is crucial to keep bandwidth requirements in real-time rendering low.
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We present a novel image-based representation to interactively visualize large and arbitrarily structured volumetric data.
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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.
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I used to make my slides in Powerpoint.
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In the past winter term at Karlsruhe Institute of Technology, I had the pleasure of supervising Bastian Urbach's bachelor thesis.
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Part 4 of this series about my toy renderer is all about ray traced shadows.
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Part 3 of this series about my toy renderer covers some basic techniques for rendering.
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Part 2 of this series about my toy renderer is all about scene data.
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We introduce an efficient method to sample linear lights, i.e. infinitesimally thin cylinders, proportional to projected solid angle.
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With the advent of real-time ray tracing, there is an increasing interest in GPU-friendly importance sampling techniques.
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Part 1 of this series about my toy renderer covers the most fundamental design decisions.
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Alongside my latest papers I released the underlying renderer as open source.
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In my job at the Karlsruhe Institute of Technology, I usually supervise two bachelor or master theses per term (four per year).
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Rapidly growing data sizes of scientific simulations pose significant challenges for interactive visualization and analysis techniques.
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Geometric structures such as points, lines, and surfaces play a vital role in scientific visualization.
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If you are familiar with my work, you may be surprised to hear that I barely ever write documents in LaTeX.
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Over the past year, I have gotten dissatisfied with the setup of my blog.
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We propose a data reduction technique for scattered data based on statistical sampling.
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In a recent journal paper, we introduced a technique to represent reflectance spectra by an arbitrary number of Fourier coefficients.
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We present a compact and efficient representation of spectra for accurate rendering using more than three dimensions.
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This blog post answers a question that Tomáš Davidovič from Weta Digital had about the recently published projected solid angle sampling for spherical caps.
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Stochastic shading with area lights requires methods to sample the light sources.
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Back in May, we published moment-based order-independent transparency (MBOIT) at the Symposium on Interactive 3D Graphics and Games 2018.
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With the push towards physically based rendering, stochastic sampling of shading, e.g. using path tracing, is becoming increasingly important in real-time rendering.
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Compositing transparent surfaces rendered in an arbitrary order requires techniques for order-independent transparency.
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Wir wenden die Theorie der Momente auf Probleme des Visual Computings an.