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@article{faucris.118129264,
abstract = {Parametric surfaces are an essential modeling tool in computer aided design and movie production. Even though their use is well established in industry, generating ray-traced images adds significant cost in time and memory consumption. Ray tracing such surfaces is usually accomplished by subdividing the surfaces on the fly, or by conversion to a polygonal representation. However, on-the-fly subdivision is computationally very expensive, whereas polygonal meshes require large amounts of memory. This is a particular problem for parametric surfaces with displacement, where very fine tessellation is required to faithfully represent the shape. Hence, memory restrictions are the major challenge in production rendering. In this article, we present a novel solution to this problem. We propose a compression scheme for a priori Bounding Volume Hierarchies (BVHs) on parametric patches, that reduces the data required for the hierarchy by a factor of up to 48. We further propose an approximate evaluation method that does not require leaf geometry, yielding an overall reduction of memory consumption by a factor of 60 over regular BVHs on indexed face sets and by a factor of 16 over established state-of-the-art compression schemes. Alternatively, our compression can simply be applied to a standard BVH while keeping the leaf geometry, resulting in a compression rate of up to 2:1 over current methods. Although decompression generates additional costs during traversal, we can manage very complex scenes even on the memory restrictive GPU at competitive render time},
author = {Selgrad, Kai and Lier, Alexander and Martinek, Magdalena and Buchenau, Christoph and Guthe, Michael and Kranz, Franziska and Schäfer, Henry and Stamminger, Marc},
doi = {10.1145/2953877},
faupublication = {yes},
journal = {ACM Transactions on Graphics},
peerreviewed = {Yes},
title = {{A} {Compressed} {Representation} for {Ray} {Tracing} {Parametric} {Surfaces}},
volume = {36},
year = {2017}
}
@inproceedings{faucris.203536093,
abstract = {Subdivision surfaces, especially with displacement, are one of the key
modeling primitives used in high-quality rendering environments, such
as, e.g., movie production. While their use easily maps to
rasterization-based frameworks, they pose a significant challenge for
ray tracing environments. This is due to the fact that incoherent access
patterns require storing or caching fully tessellated and displaced
meshes for efficient intersection computations. In this paper we use a
two-tier hierarchy built on a scene's patches. It relies on compressed
and quantized bounding volumes on the second tier to reduce the size of
the BVH itself. Based on this acceleration structure, we propose a
quantized, compact approximation for leaf nodes while being faithful to
the underlying patch-geometry. We build on recent advances and present a
system that shows competitive performance regarding run-time speed,
which is close to full-resolution pre-tessellation methods as well as to
previous compression approaches. Ultimately, we provide strong
compression of up to a factor of 5:1 compared to state-of-the-art
methods while maintaining high geometrical fidelity surpassing similarly
compact approximations and getting close to uncompressed geometr},
address = {New York, NY, USA},
author = {Lier, Alexander and Martinek, Magdalena and Stamminger, Marc and Selgrad, Kai},
booktitle = {Proceedings of the ACM on Computer Graphics and Interactive Techniques, Volume 1 Issue 2, August 2018},
date = {2018-08-10/2018-08-12},
doi = {10.1145/3233308},
faupublication = {yes},
keywords = {Displacement Mapping; Production Rendering; Ray Tracing; Subdivision Surfaces},
peerreviewed = {Yes},
publisher = {ACM},
title = {{A} {High}-{Resolution} {Compression} {Scheme} for {Ray} {Tracing} {Subdivision} {Surfaces} with {Displacement}},
venue = {Vancouver},
volume = {1},
year = {2018}
}
@inproceedings{faucris.206511652,
author = {Martinek, Magdalena and Stamminger, Marc and Binder, Nikolaus and Keller, Alexander},
booktitle = {VMV 2018},
doi = {10.2312/vmv.20181258},
faupublication = {yes},
pages = {97-102},
peerreviewed = {unknown},
title = {{Compressed} {Bounding} {Volume} {Hierarchies} for {Effiocient} {Ray} {Tracing} of {Disperse} {Hair}.},
year = {2018}
}
@inproceedings{faucris.110390764,
abstract = {Path-traced global illumination (GI) becomes increasingly important in movie production. With offscreen elements
considerably contributing to the path traced image, geometric complexity increases drastically, requiring
geometric instancing or a variety of manually created and baked LOD. To reduce artists’ work load and bridge
the gap between mesh-based LOD (Mip-maps) and voxel-based LOD (brickmaps), we propose to use an SVO
with averaged BRDF parameters, e.g. for the Disney-BRDF, and a normal distribution per voxel. During shading
we construct a BRDF from the averaged BRDF parameters and evaluate it with a random normal sampled from
the distribution. This is simple, memory-efficient, and handles a wide variety of geometry scales and materials
seamlessly, with proper filtering. Further it is efficient to construct, which allows quick artist iterations as well as
automatic and lazy generation on scene loading.},
author = {Prus, Magdalena and Eisenacher, Christian and Stamminger, Marc},
booktitle = {Vision, Modeling & Visualization},
date = {2015-10-07/2015-10-10},
doi = {10.2312/vmv.20151260},
faupublication = {yes},
isbn = {9783905674958},
keywords = {3D Graphics; Level-of-Detail; Raytracing},
note = {UnivIS-Import:2017-07-10:Pub.2015.tech.IMMD.IMMD9.levelo},
pages = {73-78},
peerreviewed = {Yes},
publisher = {Eurographics Association},
title = {{Level}-of-{Detail} for {Production}-{Scale} {Path} {Tracing}},
venue = {Aachen},
year = {2015}
}
@article{faucris.107630204,
author = {Schäfer, Henry and Süßmuth, Jochen and Prus, Magdalena and Meyer, Quirin and Stamminger, Marc},
doi = {10.1109/TVCG.2013.44},
faupublication = {yes},
journal = {IEEE Transactions on Visualization and Computer Graphics},
note = {UnivIS-Import:2015-03-09:Pub.2013.tech.IMMD.IMMD9.multir},
pages = {1488-1498},
peerreviewed = {Yes},
title = {{Multi}-{Resolution} {Attributes} for {Hardware} {Tessellated} {Objects}},
url = {http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6470610},
volume = {19},
year = {2013}
}
@inproceedings{faucris.109291204,
abstract = {We present a novel representation for storing sub-triangle signals, such as colors, normals, or displacements directly with the triangle mesh. Signal samples are stored as guided by hardware-tessellation patterns. Thus, we can directly render from our representation by assigning signal samples to attributes of vertices generated by the hardware tessellator. Contrary to texture mapping, our approach does not require any atlas generation, chartification, or uv-unwrapping. Thus, it does not suffer from texture-related artifacts, such as discontinuities across chart boundaries or distortion. Moreover, our approach allows specifying the optimal sampling rate adaptively on a per triangle basis, resulting in significant memory savings for most signal types. We propose a signal optimal approach for converting arbitrary signals, including existing assets with textures or mesh colors, into our representation. Further, we provide efficient algorithms for mip-mapping, bi- and tri-linear interpolation directly in our representation. Our approach is optimally suited for displacement mapping: it automatically generates crack-free, view-dependent displacement mapped models enabling continuous level-of-detail. © 2012 AC},
address = {New York},
author = {Stamminger, Marc and Meyer, Quirin and Prus, Magdalena and Schäfer, Henry and Süßmuth, Jochen},
booktitle = {Proceedings of I3D 2012},
date = {2012-03-09/2012-03-11},
doi = {10.1145/2159616.2159645},
faupublication = {yes},
isbn = {978-1-4503-1194-6},
keywords = {displacement mapping, signal dependent storage, tessellation},
note = {UnivIS-Import:2015-04-16:Pub.2012.tech.IMMD.IMMD9.multir},
pages = {175-182},
peerreviewed = {unknown},
publisher = {ACM},
title = {{Multiresolution} {Attributes} for {Tessellated} {Meshes}},
url = {http://doi.acm.org/10.1145/2159616.2159645},
venue = {Costa Mesa, California},
year = {2012}
}
@inproceedings{faucris.258146423,
author = {Martinek, Magdalena and Thiemann, Philip and Stamminger, Marc},
booktitle = {Smart Tools and Apps for Graphics},
doi = {10.2312/stag.20201251},
faupublication = {yes},
peerreviewed = {Yes},
title = {{Path}-{Traced} {Motion} {Blur} using {Motion} {Trees}},
year = {2020}
}
@article{faucris.262039953,
abstract = {Motion Blur is an important effect of photo-realistic rendering. Distribution ray tracing can simulate motion blur very well by integrating light, both over the spatial and the temporal domain. However, increasing the problem by the temporal dimension entails many challenges, particularly in cinematic multi-bounce path tracing of complex scenes, where heavy-weight geometry with complex lighting and even offscreen elements contribute to the final image. In this paper, we propose the Motion DAG (Directed Acyclic Graph), a novel data structure that filters an entire animation sequence of an object, both in the spatial and temporal domain. These Motion DAGs interleave a temporal interval binary tree for filtering time consecutive data and a sparse voxel octree (SVO), which simplifies spatially nearby data. Motion DAGs are generated in a pre-process and can be easily integrated in a conventional physically based path tracer. Our technique is designed to target motion blur of small objects, where coarse representations are sufficient. Specifically, in this scenario our results show that it is possible to significantly reduce both, memory consumption and render time.
},
author = {Martinek, Magdalena and Thiemann, Philip and Stamminger, Marc},
doi = {10.1016/j.cag.2021.07.008},
faupublication = {yes},
journal = {Computers & Graphics},
keywords = {Computer graphics; Computational geometry (digital and algorithmic aspects)},
pages = {224-233},
peerreviewed = {Yes},
title = {{Spatio}-temporal filtered motion {DAGs} for path-tracing},
url = {https://www.lgdv.tf.fau.de/?p=2268},
volume = {99},
year = {2021}
}