Modeling Luminance Perception at Absolute Threshold

When human luminance perception operates close to its absolute threshold, i. e., the lowest perceivable absolute values, appearance changes substantially compared to common photopic or scotopic vision. In particular, most observers report... Read more »

Unifying Color and Texture Transfer for Predictive Appearance Manipulation

Recent color transfer methods use local information to learn the transformation from a source to an exemplar image, and then transfer this appearance change to a target image. These solutions achieve very... Read more »

Manifold Next Event Estimation

We present manifold next event estimation (MNEE), a specialised technique for Monte Carlo light transport simulation to render refractive caustics by connecting surfaces to light sources (next event estimation) across transmissive interfaces.... Read more »

Path-space Motion Estimation and Decomposition for Robust Animation Filtering

Renderings of animation sequences with physics-based Monte Carlo light transport simulations are exceedingly costly to generate frame-by-frame, yet much of this computation is highly redundant due to the strong coherence in space,... Read more »

Probabilistic Connections for Bidirectional Path Tracing

Bidirectional path tracing (BDPT) with Multiple Importance Sampling is one of the most versatile unbiased rendering algorithms today. BDPT repeatedly generates sub-paths from the eye and the lights, which are connected for... Read more »

Improved Half Vector Space Light Transport

In this paper, we present improvements to half vector space light transport (HSLT) [KHD14], which make this approach more practical, robust for difficult input geometry, and faster. Our first contribution is the... Read more »

Stochastic Soft Shadow Mapping

In this paper, we extend the concept of pre-filtered shadow mapping to stochastic rasterization, enabling real-time rendering of soft shadows from planar area lights. Most existing soft shadow mapping methods lose important... Read more »

Physically Meaningful Rendering using Tristimulus Colours

In photorealistic image synthesis the radiative transfer equation is often not solved by simulating every wavelength of light, but instead by computing tristimulus transport, for instance using sRGB primaries as a basis.... Read more »

Portal-Masked Environment Map Sampling

We present a technique to efficiently importance sample distant, all-frequency illumination in indoor scenes. Standard environment sampling is inefficient in such cases since the distant lighting is typically only visible through small... Read more »

Smooth Loops from Unconstrained Video

Converting unconstrained video sequences into videos that loop seamlessly is an extremely challenging problem. In this work, we take the first steps towards automating this process by focusing on an important subclass... Read more »