Talks
Sampling
Tuesday, 12 August 10:45 AM - 12:15 PM | Vancouver Convention Centre, West Building, Rooms 109-110 Session Chair: Juan Miguel de Joya, University of California, Berkeley
Tuesday, 12 August 10:45 AM - 12:15 PM | Vancouver Convention Centre, West Building, Rooms 109-110 Session Chair: Juan Miguel de Joya, University of California, Berkeley
This new solution to the common issue of ray-traced noise drastically reduces render times by expanding use of a temporal filter to attenuate the weighting of a non-local-means algorithm that selectively refines its result.
Luke Goddard
Image Engine Design, Inc.
A novel unbiased Monte Carlo sampling method for accurate subsurface scattering simulation, derived from the theory of zero-variance random walks. The method significantly reduces variance and increases rendering performance over the classical path sampling traditionally employed in volumetric media rendering.
Jaroslav Křivánek
Charles University in Prague
Eugene d'Eon
Weta Digita
A novel hierarchical digital differential analyzer that allows for efficient ray-marching, rendering,and intersections of the VDB data structure. The analyzer has enjoyed widespread adoption in the VFX industry.
Ken Museth
DreamWorks Animation
An importance-sampling method for a microcylinder-based bidirectional scattering distribution function for cloth, presented by Sadeghi et al in 2013. The algorithm is efficient, easy to implement, and has no significant memory overhead nor need for pre-computation.
Chunpo Wang
DreamWorks Animation
Feng Xie
DreamWorks Animation
Parashar Krishnamachari
DreamWorks Animation