Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface representation. While there are methods to generate them quickly on GPU, the efficiency of these approaches is limited at high resolutions. This paper showcases a novel technique that combines jump flooding and ray tracing to generate approximate SDFs in real-time for soft shadow approximation, achieving prominent shadow penumbras while maintaining interactive frame rates
We present a novel method, called NeuralUDF, for reconstructing surfaces with arbitrary topologies f...
This paper describes an efficient algorithm for real-time terrain shadowing by directional light. Th...
This thesis describes efficient rendering algorithms based on ray tracing, and the application of th...
Sphere tracing, introduced by Hart in [5], is an efficient method to find ray- surface intersections, ...
Raymarching is a technique for rendering implicit surfaces using signed distance fields. It has been...
Raymarching is a technique for rendering implicit surfaces using signed distance fields. It has been...
Sphere tracing is a common raytracing technique used for rendering implicit surfaces defined by a si...
Figure 1: Our method obtains fine-scale detail through volumetric shading-based refinement (VSBR) of...
We present iSDF, a continual learning system for real-time signed distance field (SDF) reconstructio...
In this paper, we propose a novel approach to an efficient rendering of an unlimited number of dynam...
This thesis report is submitted in partial fulfillment of the requirements for the degree of Bachelo...
International audienceWe present a new, fast algorithm for rendering physically-based soft shadows i...
We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based re...
Signed distance functions computed in discrete form from given RGB-D data as regular voxel grids can...
In this paper, we propose a novel approach to efficient rendering of an unlimited number of 3D objec...
We present a novel method, called NeuralUDF, for reconstructing surfaces with arbitrary topologies f...
This paper describes an efficient algorithm for real-time terrain shadowing by directional light. Th...
This thesis describes efficient rendering algorithms based on ray tracing, and the application of th...
Sphere tracing, introduced by Hart in [5], is an efficient method to find ray- surface intersections, ...
Raymarching is a technique for rendering implicit surfaces using signed distance fields. It has been...
Raymarching is a technique for rendering implicit surfaces using signed distance fields. It has been...
Sphere tracing is a common raytracing technique used for rendering implicit surfaces defined by a si...
Figure 1: Our method obtains fine-scale detail through volumetric shading-based refinement (VSBR) of...
We present iSDF, a continual learning system for real-time signed distance field (SDF) reconstructio...
In this paper, we propose a novel approach to an efficient rendering of an unlimited number of dynam...
This thesis report is submitted in partial fulfillment of the requirements for the degree of Bachelo...
International audienceWe present a new, fast algorithm for rendering physically-based soft shadows i...
We present a new, fast algorithm for rendering physically-based soft shadows in ray tracing-based re...
Signed distance functions computed in discrete form from given RGB-D data as regular voxel grids can...
In this paper, we propose a novel approach to efficient rendering of an unlimited number of 3D objec...
We present a novel method, called NeuralUDF, for reconstructing surfaces with arbitrary topologies f...
This paper describes an efficient algorithm for real-time terrain shadowing by directional light. Th...
This thesis describes efficient rendering algorithms based on ray tracing, and the application of th...