Computer Graphics & Rendering
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Implementation Details of GPU-based Out-of-Core Many-Lights Rendering

In this document, we provide implementation details of the GPUbased out-of-core many-lights rendering method. First, we introduce the organization of out-of-core data and the graph data used for da...


Via Mikael Bourges-Sevenier
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Computer Graphics & Rendering
This curation focusses on researches topic (and also tech news and important events) regarding Computer Graphics & Rendering. Enjoy it and feel free to send me news that you think should be here. Gather a lot of blog posts
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STD: Student’s t-Distribution of Slopes for Microfacet Based BSDFs

STD: Student’s t-Distribution of Slopes for Microfacet Based BSDFs | Computer Graphics & Rendering | Scoop.it
"STD: Student’s t-Distribution of Slopes for Microfacet Based BSDFs", #Eurographics2017: https://t.co/EC8eYviELx
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2017 State of Virtual Reality #1: Platforms & Content

2017 State of Virtual Reality #1: Platforms & Content | Computer Graphics & Rendering | Scoop.it
This two-part article describes the state of virtual reality technology and research at the beginning of 2017. I'm writing it for
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Hybrid mesh-volume LoDs for all-scale pre-filtering of complex 3D assets

Hybrid mesh-volume LoDs for all-scale pre-filtering of complex 3D assets | Computer Graphics & Rendering | Scoop.it
We address the problem of constructing appearance-preserving level of details (LoDs) of complex 3D models such as trees. We propose a hybrid method that combines the strengths of mesh and volume representations. Our main idea is to separate macroscopic (i.e. larger than the target spatial resolution) and microscopic (sub-resolution) surfaces at each scale and to treat them differently, because meshes are very efficient at representing macroscopic surfaces while sub-resolution geometry benefits from volumetric approximations. We introduce a new algorithm that detects the macroscopic surfaces of a mesh for a given resolution. We simplify these surfaces with edge collapses and we provide a method for pre-filtering their normal distributions and albedos. To approximate microscopic details, we use a heterogeneous microflake participating medium and we introduce a new artifact-free voxelization algorithm that preserves local occlusion. Thanks to our macroscopic surface analysis, our algorithm is fully automatic and it generates seamless LoDs at arbitrarily coarse resolutions for a wide range of 3D models.
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Tonemapping on HDR displays. ACES to rule ‘em all?

Realtime rendering and videogame programming mostly, but I love computer science and visuals in all their forms. This is a notepad of my ideas.
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The Many Meanings of “Shader” – Nathan Reed’s coding blog

Pixels and polygons and shaders, oh my!
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OpenCL path tracing tutorial 3: OpenGL viewport, interactive camera and defocus blur

OpenCL path tracing tutorial 3: OpenGL viewport, interactive camera and defocus blur | Computer Graphics & Rendering | Scoop.it
Just a link to the source code on Github for now, I'll update this post with a more detailed description when I find a bit more time:
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Tessellation Modes Quick Reference – Nathan Reed’s coding blog

Tessellation Modes Quick Reference – Nathan Reed’s coding blog | Computer Graphics & Rendering | Scoop.it
Pixels and polygons and shaders, oh my!
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Part 1: Rogue One shows its Force

Part 1: Rogue One shows its Force | Computer Graphics & Rendering | Scoop.it
Rogue One we explore previz, on-set and post-viz with The Third Floor and ILM.
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Face me part 3: high end faces R&D from Disney Research

Face me part 3: high end faces R&D from Disney Research | Computer Graphics & Rendering | Scoop.it
We look at some of the exceptional industry focused research being published by Disney Research Zurich.
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Devs discuss the past and future of the 'roguelike'

Devs discuss the past and future of the 'roguelike' | Computer Graphics & Rendering | Scoop.it
What hath Rogue wrought? A subgenre of randomly generated dungeon crawlers dubbed Roguelikes, and many innovative experiments in procgen. We spoke to several developers about the impact of the classic.
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Unreal Engine 4.11 Gets NVIDIA’s VRWorks Multi-Res Shading | The Official NVIDIA Blog

Unreal Engine 4.11 Gets NVIDIA’s VRWorks Multi-Res Shading | The Official NVIDIA Blog | Computer Graphics & Rendering | Scoop.it
Epic Games’ Unreal Engine 4.11 is now available with Multi-Res Shading, one of the most advanced features of the NVIDIA VRWorks SDK. Multi-Res Shading can boost performance in VR games and applications by up to 50 percent.
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Real-Time Global Illumination using Precomputed Light Field Probes

Real-Time Global Illumination using Precomputed Light Field Probes | Computer Graphics & Rendering | Scoop.it
RT @morgan3d: Real-Time GI using Precomputed Light Field Probes
https://t.co/s20UeyXCmO by @casualeffects @mikemx7f @DerekRenderling @daved…
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Embree Ray Tracing Kernels: Overview and New Features

Embree Ray Tracing Kernels: Overview and New Features | Computer Graphics & Rendering | Scoop.it
Embree Ray Tracing Kernels: Overview and New Features Attila T. Áfra, Ingo Wald, Carsten Benthin, Sven Woop SIGGRAPH 2016 Talk Abstract Embree is an open source ray tracing library consisting of high-performance kernels optimized for modern CPUs with increasingly wide SIMD units. Since its original release, it has become the state-of-the-art for professional CPU-based rendering…
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Advanced Rendering at GDC17

Advanced Rendering at GDC17 | Computer Graphics & Rendering | Scoop.it
NVIDIA is synonymous with graphics. At GDC 2017 we have a wide range of talks on advanced rendering techniques that can be used to improve your game.
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Rendering Rough Opaque Materials with Interfaced Lambertian Microfacets

Rendering Rough Opaque Materials with Interfaced Lambertian Microfacets | Computer Graphics & Rendering | Scoop.it
"Rendering Rough Opaque Materials with Interfaced Lambertian Microfacets", TVCG: https://t.co/ho3x0Jfk8I
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WebGL Texture Compression Comparison

WebGL Texture Compression Comparison | Computer Graphics & Rendering | Scoop.it
Comparison of WebGL texture compression formats. https://t.co/hBpwjEK04e. @CesiumJS @WebGL https://t.co/rvlk0QXdc4
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The tech of PIXAR part 1: Piper – daring to be different

The tech of PIXAR part 1: Piper – daring to be different | Computer Graphics & Rendering | Scoop.it
In the run up to the Oscar Short film nominations, we invited guest writer Leif Pedersen to deep dive into the tech of Pixar's Piper.
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CES 2017: NVIDIA Highlights

CES has been a bellwether of technology trends for five decades. This year, the world’s largest technology tradeshow showcased the latest advances of the great…
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Part 2: Rogue One character animation

Part 2: Rogue One character animation | Computer Graphics & Rendering | Scoop.it
An in-depth look at K-2SO with ILM's Hal Hickel. We explore how he avoided looking like Jar Jar, how he was filmed, and how the skill of the animators made him come to life.
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Call For Participation | High-Performance Graphics 2017

Call For Participation | High-Performance Graphics 2017 | Computer Graphics & Rendering | Scoop.it
RT @CasualEffects: High-Performance Graphics 2017 CFP is out:
https://t.co/XWjTt0lP4V

Papers due Apr 21, new special session on languages…
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Now's the time to submit talks for the Independent Games Summit at GDC 2017!

Now's the time to submit talks for the Independent Games Summit at GDC 2017! | Computer Graphics & Rendering | Scoop.it
Good news, would-be GDC speakers: 2017 Game Developers Conference organizers are now accepting Independent Games Summit talk submissions through Friday, September 23rd. 
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Solving DX9 Half-Pixel Offset

Solving DX9 Half-Pixel Offset | Computer Graphics & Rendering | Scoop.it
Summary: the Direct3D 9 “half pixel offset” problem that manages to annoy everyone can be
solved in a single isolated place, robustly, …
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As pointed out in the article DX9 is "old" but this can help anyway :)
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