This page tracks the new paper links made to my list of EGSR 2022 papers.
Page maintained by Ke-Sen Huang.
If you have additions or changes, send an e-mail.
February 16, 2023
- Stenciled Volumetric Ambient Occlusion
- Automatic Feature Selection for Denoising Volumetric Renderings
- GAN-based Defect Image Generation for Imbalanced Defect Classification of OLED panels
- A Real-Time Adaptive Ray Marching Method for Particle-Based Fluid Surface Reconstruction
- Efficient Rendering of Ocular Wavefront Aberrations using Tiled Point-Spread Function Splatting
(CGF paper presentation)
- Deep Flow Rendering: View Synthesis via Layer-aware Reflection Flow
- Gaussian Process for Radiance Functions on the S2 Sphere
(CGF paper presentation)
September 29, 2022
- Polarization-imaging Surface Reflectometry using Near-field Display
- HedcutDrawings: Rendering hedcut style portraits
August 24, 2022
July 21, 2022
- Dynamic Diffuse Global Illumination Resampling
(CGF paper presentation)
- Fast Neural Representations for Direct Volume Rendering
(CGF paper presentation)
- A Position-Free Path Integral for Homogeneous Slabs and Multiple Scattering on Smith Microfacets
- Neural BRDF Representation and Importance Sampling
(CGF paper presentation)
- SVBRDF Recovery From a Single Image With Highlights using a Pretrained Generative Adversarial Network
(CGF paper presentation)
- NeuLF: Efficient Novel View Synthesis with Neural 4D Light Field
- Point-Pattern Synthesis using Gabor and Random Filters
- GPU-Driven Real-Time Mesh Contour Vectorization
- Spatiotemporal Blue Noise Masks
- Physics-Based Inverse Rendering using Combined Implicit and Explicit Geometries
- Single-pass stratified importance resampling
- Controlling Material Appearance by Examples
- A bidirectional formulation for Walk on Spheres
- Temporally sliced photon primitives for time-of-flight rendering
- Microsurface Transformations
- A Learned Radiance-Field Representation for Complex Luminaires
- A Microfacet-based Hair Scattering Model
- Path Guiding with Vertex Triplet Distributions
- Once-more scattered next event estimation for volume rendering
- Generalized Decoupled and Object Space Shading System
- Multi-Fragment Rendering for Glossy Bounces on the GPU
- Planetary Shadow-Aware Distance Sampling
- pOp: Parameter Optimization of Differentiable Vector Patterns
- Spectral Upsampling Approaches for RGB Illumination
- Recolorable Posterization of Volumetric Radiance Fields via Visibility-weighted Palette Extraction
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