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Statements

Subject Item
n2:RIV%2F68407700%3A21230%2F13%3A00205879%21RIV14-MSM-21230___
rdf:type
n8:Vysledek skos:Concept
rdfs:seeAlso
http://dcgi.felk.cvut.cz/home/bittner/publications/egsr2013_final.pdf
dcterms:description
We propose a new adaptive algorithm for determining virtual point lights (VPL) in the scope of real-time instant radiosity methods, which use a limited number of VPLs. The proposed method is based on Metropolis-Hastings sampling and exhibits better temporal coherence of VPLs, which is particularly important for real-time applications dealing with dynamic scenes. We evaluate the properties of the proposed method in the context of the algorithm based on imperfect shadow maps and compare it with the commonly used inverse transform method. The results indicate that the proposed technique can significantly reduce the temporal flickering artifacts even for scenes with complex materials and textures. Further, we propose a novel splatting scheme for imperfect shadow maps using hardware tessellation. This scheme significantly improves the rendering performance particularly for complex and deformable scenes. We thoroughly analyze the performance of the proposed techniques on test scenes with detailed materials, moving camera, and deforming geometry. We propose a new adaptive algorithm for determining virtual point lights (VPL) in the scope of real-time instant radiosity methods, which use a limited number of VPLs. The proposed method is based on Metropolis-Hastings sampling and exhibits better temporal coherence of VPLs, which is particularly important for real-time applications dealing with dynamic scenes. We evaluate the properties of the proposed method in the context of the algorithm based on imperfect shadow maps and compare it with the commonly used inverse transform method. The results indicate that the proposed technique can significantly reduce the temporal flickering artifacts even for scenes with complex materials and textures. Further, we propose a novel splatting scheme for imperfect shadow maps using hardware tessellation. This scheme significantly improves the rendering performance particularly for complex and deformable scenes. We thoroughly analyze the performance of the proposed techniques on test scenes with detailed materials, moving camera, and deforming geometry.
dcterms:title
Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps
skos:prefLabel
Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps Temporally Coherent Adaptive Sampling for Imperfect Shadow Maps
skos:notation
RIV/68407700:21230/13:00205879!RIV14-MSM-21230___
n8:predkladatel
n21:orjk%3A21230
n3:aktivita
n17:S n17:P
n3:aktivity
P(GAP202/11/1883), P(GAP202/12/2413), S
n3:cisloPeriodika
4
n3:dodaniDat
n7:2014
n3:domaciTvurceVysledku
n9:5704847 n9:1257072 n9:6871429
n3:druhVysledku
n16:J
n3:duvernostUdaju
n10:S
n3:entitaPredkladatele
n13:predkladatel
n3:idSjednocenehoVysledku
110300
n3:idVysledku
RIV/68407700:21230/13:00205879
n3:jazykVysledku
n15:eng
n3:klicovaSlova
Real-time; temporal; illumination; radiosity; shadow maps; tracing; sampling.
n3:klicoveSlovo
n4:sampling. n4:illumination n4:temporal n4:shadow%20maps n4:Real-time n4:radiosity n4:tracing
n3:kodStatuVydavatele
GB - Spojené království Velké Británie a Severního Irska
n3:kontrolniKodProRIV
[3CE338C0398D]
n3:nazevZdroje
COMPUTER GRAPHICS FORUM
n3:obor
n18:IN
n3:pocetDomacichTvurcuVysledku
3
n3:pocetTvurcuVysledku
3
n3:projekt
n6:GAP202%2F11%2F1883 n6:GAP202%2F12%2F2413
n3:rokUplatneniVysledku
n7:2013
n3:svazekPeriodika
32
n3:tvurceVysledku
Bittner, Jiří Barák, Tomáš Havran, Vlastimil
n3:wos
000321946800010
s:issn
0167-7055
s:numberOfPages
10
n19:doi
10.1111/cgf.12154
n20:organizacniJednotka
21230