Particle transport and image synthesis
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Applications of irradiance tensors to the simulation of non-Lambertian phenomena
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A low distortion map between disk and square
Journal of Graphics Tools
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
The irregular Z-buffer: Hardware acceleration for irregular data structures
ACM Transactions on Graphics (TOG)
Percentage-closer soft shadows
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Advanced Global Illumination
Precomputed radiance transfer: theory and practice
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Point-Based Graphics
Fast, soft reflections using radiance caches
ACM SIGGRAPH 2007 sketches
A gentle introduction to bilateral filtering and its applications
ACM SIGGRAPH 2007 courses
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Real-time, all-frequency shadows in dynamic scenes
ACM SIGGRAPH 2008 papers
Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation
IEEE Transactions on Visualization and Computer Graphics
Depth of field postprocessing for layered scenes using constant-time rectangle spreading
Proceedings of Graphics Interface 2009
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Screen-space Percentage-Closer Soft Shadows
ACM SIGGRAPH 2010 Posters
A local image reconstruction algorithm for stochastic rendering
I3D '11 Symposium on Interactive 3D Graphics and Games
Frequency analysis and sheared filtering for shadow light fields of complex occluders
ACM Transactions on Graphics (TOG)
Fast estimation and rendering of indirect highlights
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Approximate depth of field effects using few samples per pixel
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Soft shadows, glossy reflections and depth of field are valuable effects for realistic rendering and are often computed using distribution ray tracing (DRT). These "blurry" effects often need not be accurate and are sometimes simulated by blurring an image with sharper effects, such as blurring hard shadows to simulate soft shadows. One of the most effective examples of such a blurring algorithm is percentage closer soft shadows (PCSS). That technique, however, does not naturally extend to shadows generated in image space, such as those computed by a ray tracer, nor does it extend to glossy reflections or depth of field. This limitation can be overcome by generalizing PCSS to be phrased in terms of a gather from image space textures implemented with cross bilateral filtering. This paper demonstrates a framework to create visually compelling and phenomenologically accurate approximations of DRT effects based on repeatedly gathering from bilaterally weighted image space texture samples. These gathering and filtering operations are well supported by modern parallel architectures, enabling this technique to run at interactive rates.