- Full Conference Pass (FC)
- Full Conference One-Day Pass (1D)
Date: Wednesday, December 5th
Time: 9:00am - 10:45am
Venue: G402 (4F, Glass Building)
Session Chair(s): Ari Silvennoinen, Activision,
Directional Lightmap Encoding Insights
Abstract: We describe a novel parameterization of Ambient Highlight Direction lightmaps, that eliminates interpolation artifacts. We fit the model in the null-space of the constraint that irradiance is preserved.
Authors/Presenter(s): Peter-Pike Sloan, Activision, United States of America
Ari Silvennoinen, Activision Publishing, United States of America
Spider-Man IG-Impostors: Cityscapes and Beyond
Abstract: In the video game "Marvel's Spider-Man", Insomniac Games developed 3D IG-Impostors to represent the cityscape in an efficient and persistent cache, leveraging the data for multi-view rendering.
Authors/Presenter(s): Xray Halperin, Insomniac Games, United States of America
Robust Deep Residual Denoising for Monte Carlo Rendering
Abstract: We propose an end-to-end deep learning based denoising method for single-image Monte Carlo rendering. Our method requires only three common auxiliary features, and our denoiser outperforms consistently the state-of-the-art methods.
Authors/Presenter(s): Kin-Ming Wong, Artixels, The Chinese University of Hong Kong, Hong Kong
Tien-Tsin Wong, The Chinese University of Hong Kong, Hong Kong
Production Ray Tracing of Feature Lines
Abstract: Our image-space line drawing method can robustly render object contours with varying line styles and is designed for integration into production ray tracing rendering systems.
Authors/Presenter(s): Shinji Ogaki, Solid Angle, Japan
Iliyan Georgiev, Solid Angle, United Kingdom