Immersive Light Field Video with a Layered Mesh Representation Michael Broxton*, John Flynn*, Ryan Overbeck*, Daniel Erickson*, Peter Hedman, Matthew DuVall, Jason Dourgarian, Jay Busch, Matt Whalen, Paul Debevec * - Denotes equal contribution. Abstract We present a system for capturing, reconstructing, compressing, and rendering high quality immersive light field video. We record immersive light
Meng-Li Shih1,2 Shih-Yang Su1 Johannes Kopf3 Jia-Bin Huang1 1Virginia Tech 2National Tsing Hua University 3Facebook Abstract We propose a method for converting a single RGB-D input image into a 3D photo, i.e., a multi-layer representation for novel view synthesis that contains hallucinated color and depth structures in regions occluded in the original view. We use a Layered Depth Image with explic
Intro When doing procedural graphics it's always a good idea to add color variation to the elements of the image. From grass blades, to grass clumps, to rocks or trees or hills, all scales of detail benefit from some color variation. In order to achieve this, one can employ different methods of course, but among the cheapest and the most coder-friendly ones there are those based on simple (hard)co
WHY CHOOSE LIGHT TRACER RENDER? Physically correct and accurate, our 3D rendering software ensures photorealistic visuals with the best quality and least effort Incredible 3D rendering tool Light Tracer is a super easy, fast, and incredible physically-based 3D rendering tool delivering accurate ray tracing on virtually any GPU. With its interactive workflow, you may quickly create amazing photo-re
Deep Shading Convolutional Neural Networks for Screen-Space Shading Oliver Nalbach1 Elena Arabadzhiyska1,2 Dushyant Mehta1 Hans-Peter Seidel1 Tobias Ritschel3 1 MPI Informatik 2 MMCI / Saarland University 3 University College London Abstract In computer vision, convolutional neural networks (CNNs) have recently achieved new levels of performance for several inverse problems where RGB pixel a
We are committed to advancing technology through sharing of Open Source Software and Data Sets. We encourage you to explore and use the technologies. The production of animated feature films involves large amounts of data which can present many different challenges. We encourage researchers and engineers to investigate and use these data sets for research purposes, and we look forward to seeing wh
Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering While the tutorial from the previous post was about path tracing simple scenes made of spheres, this tutorial will focus on how to build a very simple path tracer with support for loading and rendering triangle meshes. Instead of rendering the entire image in the background and saving it to a file as was done in
A System for Rapid, Automatic Shader Level-of-Detail Appears in SIGGRAPH Asia 2015 Yong He (Carnegie Mellon University) Theresa Foley (NVIDIA Corporation) Natalya Tatarchuk (Bungie) Kayvon Fatahalian (Carnegie Mellon University) Abstract Level-of-detail (LOD) rendering is a key optimization used by modern video game engines to achieve high-quality rendering with fast performance. These LOD systems
Demonstration of work by Zhili Chen, Byungmoon Kim, Daichi Ito and Huamin Wang - proof of concept computer graphics research demos method of digital painting thats close to the real method. Source here: http://web.cse.ohio-state.edu/~whmin/publications.html More Here: http://prostheticknowledge.tumblr.com/post/131579383976/wetbrush-gpu-based-3d-painting-computer-graphics I am not responsible for
lingqi [at] berkeley [dot] edu Please visit http://www.cs.ucsb.edu/~lingqi/. This is my old website just kept here for archival purposes. Since July 1st, 2018, I've become an Assistant Professor at the Department of Computer Science at the University of California, Santa Barbara. I received my Ph.D. degree from the Department of Electrical Engineering and Computer Sciences at the University of Cal
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using OpenCL (CEDEC 2015) This document introduces bidirectional path tracing (BDPT) and its implementation using OpenCL. It begins with an overview of the talk, which will cover the basics of path tracing, transforming it to BDPT, different BDPT algorithms, and integrating BDPT into an engine. It then reviews path tracing and its
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