Thomas Engelhardt

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Recent approaches to global illumination for dynamic scenes achieve interactive frame rates by using coarse approximations to geometry, lighting, or both, which limits scene complexity and rendering quality. High-quality global illumination renderings of complex scenes are still limited to methods based on ray tracing. While conceptually simple, these(More)
Figure 1: Subpixel rendering of a plane with a structured texture for different subpixel layouts, similar to those found in diverse displays nowadays. This image showcases high-quality texture filtering, one of the applications of our proposed optimal filtering framework, comparing standard filtering (anisotropic and EWA) to our subpixel-aware filtering(More)
Scattering in participating media, such as fog or haze, generates volumetric lighting effects known as crepuscular or god rays. Rendering such effects greatly enhances the realism in virtual scenes, but is inherently costly as scattering events occur at every point in space and thus it requires costly integration of the light scattered towards the observer.(More)
In this paper we present a method that targets high-quality global illumination at interactive frame rates. As many techniques in this context, our method is based on instant radiosity, which represents the indirect illumination in a scene with a set of virtual point lights, and therefore enables efficient GPU rendering. Instant radiosity captures light(More)
In this paper, we examine the octahedron as a parameterization scheme to represent environment maps in real-time rendering applications. We discuss two projection schemes and show two convenient unfold mappings to pack the platonic solid into quadratic or rectangular textures. We carry out an analysis and consider rendering performance for interactive(More)
Rendering participating media with multiple scattering is costly and often even challenging for off-line methods. In this paper we present a novel method for efficiently rendering such effects that achieves interactive speed for dynamic scenes with both homogeneous and heterogeneous media. It is based on instant radiosity, which is typically used to(More)
Fig. 1: With our approach, ray tracing and rasterization become almost identical with respect to primary rays. Now rasterization can directly render to non-planar viewports using parabolic and latitude-longitude parameterizations (left images), and we can transfer rendering consistency and efficient anti-aliasing schemes from rasterization to ray tracing.(More)
Figure 1: Our approximate bias compensation can be used in complex environments to recover the energy loss due to clamping the contribution of VPLs. In the Crytek Sponza the clamped volumetric and surface illumination was rendered in 39 minutes (using 118k VPLs), while the missing energy was recovered using a two-bounce ABC in only 13 minutes. Abstract In(More)