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- research-articleOctober 2024
3D Reconstruction and Novel View Synthesis of Indoor Environments Based on a Dual Neural Radiance Field
MM '24: Proceedings of the 32nd ACM International Conference on MultimediaPages 10477–10486https://doi.org/10.1145/3664647.3681298Simultaneously achieving 3D reconstruction and novel view synthesis for indoor environments has widespread applications but is technically very challenging. State-of-the-art methods based on implicit neural functions can achieve excellent 3D ...
- research-articleOctober 2024
S2TD-Face: Reconstruct a Detailed 3D Face with Controllable Texture from a Single Sketch
MM '24: Proceedings of the 32nd ACM International Conference on MultimediaPages 6453–6462https://doi.org/10.1145/3664647.36811593D textured face reconstruction from sketches applicable in many scenarios such as animation, 3D avatars, artistic design, missing people search, etc., is a highly promising but underdeveloped research topic. On the one hand, the stylistic diversity of ...
- research-articleAugust 2024
Concurrent Binary Trees for Large-Scale Game Components
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 7, Issue 3Article No.: 31, Pages 1–18https://doi.org/10.1145/3675371A concurrent binary tree (CBT) is a GPU-friendly data-structure suitable for the generation of bisection based terrain tessellations, i.e., adaptive triangulations over square domains. In this paper, we expand the benefits of this data-structure in two ...
- research-articleJuly 2024
Stylized Rendering as a Function of Expectation
ACM Transactions on Graphics (TOG), Volume 43, Issue 4Article No.: 96, Pages 1–19https://doi.org/10.1145/3658161We propose a generalization of the rendering equation that captures both the realistic light transport of physically-based rendering (PBR) and a subset of non-photorealistic rendering (NPR) stylizations in a principled manner. The proposed formulation is ...
- invited-talkJuly 2024
How to control Mayhem: The painted look of hair on TMNT
SIGGRAPH '24: ACM SIGGRAPH 2024 TalksArticle No.: 32, Pages 1–2https://doi.org/10.1145/3641233.3664353TMNT Mutant Mayhem (2023) represented a great challenge artistically and technically. The director aimed for a look that would give the illusion that each frame would be hand-crafted 2D concept art. To break away from a digital or procedural feeling, we ...
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- invited-talkJuly 2024
Simulation and Representation of Topology-Changing Rolling Waves for Massive Open Ocean Games
SIGGRAPH '24: ACM SIGGRAPH 2024 TalksArticle No.: 53, Pages 1–2https://doi.org/10.1145/3641233.3664308Rendering close-shore water oceanic phenomena, e.g. rolling waves, for real-time applications is a challenging problem, especially in a massive open-world game where variability, artistic control and performance are crucial. While using a form of ...
- research-articleJuly 2024
Spear: Across the Streaming Multiprocessors: Porting a Production Renderer to the GPU
DigiPro '24: Proceedings of the 2024 Digital Production SymposiumArticle No.: 5, Pages 1–9https://doi.org/10.1145/3665320.3670988We ported the Sony Pictures Imageworks version of the Arnold Renderer to the GPU using NVIDIA’s OptiX ray tracing toolkit. This required modifying algorithms to run efficiently on the GPU, the use of new software methodologies to better share source ...
- research-articleMay 2024
FAST: Filter-Adapted Spatio-Temporal Sampling for Real-Time Rendering
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 7, Issue 1Article No.: 13, Pages 1–16https://doi.org/10.1145/3651283Stochastic sampling techniques are ubiquitous in real-time rendering, where performance constraints force the use of low sample counts, leading to noisy intermediate results. To remove this noise, the post-processing step of temporal and spatial ...
- research-articleApril 2024
GSCore: Efficient Radiance Field Rendering via Architectural Support for 3D Gaussian Splatting
ASPLOS '24: Proceedings of the 29th ACM International Conference on Architectural Support for Programming Languages and Operating Systems, Volume 3Pages 497–511https://doi.org/10.1145/3620666.3651385This paper presents GSCore, a hardware acceleration unit that efficiently executes the rendering pipeline of 3D Gaussian Splatting with algorithmic optimizations. GSCore builds on the observations from an in-depth analysis of Gaussian-based radiance ...
- research-articleJuly 2024
High performance GPU graphics API abstraction layer in C# for real-time graphics
Procedia Computer Science (PROCS), Volume 235, Issue CPages 1258–1267https://doi.org/10.1016/j.procs.2024.04.119AbstractReal-Time rendering is the technique which allows us to have graphical applications in our everyday life, whether it is a 3D game or a tool with graphical user interface. Nowadays graphics rendering is handled by the GPU (Graphics Processing Unit) ...
- research-articleDecember 2023
Animating Street View
SA '23: SIGGRAPH Asia 2023 Conference PapersArticle No.: 64, Pages 1–12https://doi.org/10.1145/3610548.3618230We present a system that automatically brings street view imagery to life by populating it with naturally behaving, animated pedestrians and vehicles. Our approach is to remove existing people and vehicles from the input image, insert moving objects ...
- research-articleDecember 2023
FuseSR: Super Resolution for Real-time Rendering through Efficient Multi-resolution Fusion
SA '23: SIGGRAPH Asia 2023 Conference PapersArticle No.: 8, Pages 1–10https://doi.org/10.1145/3610548.3618209The workload of real-time rendering is steeply increasing as the demand for high resolution, high refresh rates, and high realism rises, overwhelming most graphics cards. To mitigate this problem, one of the most popular solutions is to render images at ...
- research-articleNovember 2023
Real-time Rendering of Glossy Reflections using Ray Tracing and Two-level Radiance Caching
SA '23: SIGGRAPH Asia 2023 Technical CommunicationsArticle No.: 4, Pages 1–4https://doi.org/10.1145/3610543.3626167Estimation of glossy reflections remains a challenging topic for real-time renderers. Ray tracing is a robust solution for evaluating the specular lobe of a given BRDF; however, it is computationally expensive and introduces noise that requires ...
- research-articleOctober 2023
VirtualLoc: Large-scale Visual Localization Using Virtual Images
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), Volume 20, Issue 3Article No.: 66, Pages 1–19https://doi.org/10.1145/3622788Robust and accurate camera pose estimation is fundamental in computer vision. Learning-based regression approaches acquire six-degree-of-freedom camera parameters accurately from visual cues of an input image. However, most are trained on street-view and ...
- invited-talkAugust 2023
The Efficacy of Discrepancy in Computer Graphics
SIGGRAPH '23: ACM SIGGRAPH 2023 TalksArticle No.: 58, Pages 1–2https://doi.org/10.1145/3587421.3595404In this presentation, we survey modern discrepancy metrics and use them to estimate the quality of point sets produced from a variety of sample generators in two dimensions. Then, we calculate the actual performance of these point sets for integrating ...
- research-articleAugust 2023
The Impact of Reflection Approximations on Visual Quality in Virtual Reality
SAP '23: ACM Symposium on Applied Perception 2023Article No.: 1, Pages 1–11https://doi.org/10.1145/3605495.3605794Virtual Reality (VR) systems rely on established real-time rendering techniques to uphold a strict performance budget of a few milliseconds per frame. The utilized techniques are based on approximations that trade speed-up for the correctness of the ...
- research-articleAugust 2023
Building Chronopolis: Building and Sharing Environments on the Outskirts of Timeless Limbo for Ant-Man and The Wasp: Quantumania
- Joseph Pepper,
- Brian Kloc,
- Kieran Tether,
- Jiwoon Kim,
- Lee Kerley,
- Jesse Andrewartha,
- Dylan Gottlieb,
- Tiberius Viris,
- Thai Bach,
- Olaf Piwowar,
- Stephen Jones,
- Andrew Bain
DigiPro '23: Proceedings of the 2023 Digital Production SymposiumArticle No.: 4, Pages 1–10https://doi.org/10.1145/3603521.3604292The city of ‘Chronopolis’ served as the setting for the entire 3rd act of the movie ‘Ant-Man and the Wasp: Quantumania’. As Kang’s stronghold, Chronopolis is a futuristic metropolis that blends functional, militaristic fortification with disordered, ...
- ArticleSeptember 1993Seminal Paper
Imaging vector fields using line integral convolution
SIGGRAPH '93: Proceedings of the 20th annual conference on Computer graphics and interactive techniquesPages 263–270https://doi.org/10.1145/166117.166151Imaging vector fields has applications in science, art, image processing and special effects. An effective new approach is to use linear and curvilinear filtering techniques to locally blur textures along a vector field. This approach builds on several ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - articleJuly 2002Seminal Paper
Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments
ACM Transactions on Graphics (TOG), Volume 21, Issue 3Pages 527–536https://doi.org/10.1145/566654.566612We present a new, real-time method for rendering diffuse and glossy objects in low-frequency lighting environments that captures soft shadows, interreflections, and caustics. As a preprocess, a novel global transport simulator creates functions over the ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023 - ArticleJuly 1998Seminal Paper
Efficient simulation of light transport in scenes with participating media using photon maps
SIGGRAPH '98: Proceedings of the 25th annual conference on Computer graphics and interactive techniquesPages 311–320https://doi.org/10.1145/280814.280925This paper presents a new method for computing global illumination in scenes with participating media. The method is based on bidirectional Monte Carlo ray tracing and uses photon maps to increase efficiency and reduce noise. We remove previous ...
Also Published in:
Seminal Graphics Papers: Pushing the Boundaries, Volume 2: ISBN 9798400708978, August 2023