Erotic Gangbang Erotic Gangbang Erotic Gangbang
Conf Eroticgangbang Ar %20kb Images Research Babe Erotic Gangbang REN Zhong
Conf Eroticgangbang Ar %20kb Images Research Babe Erotic Gangbang
),
avi %20kb 5 Babe . Images Images m %20kb g %20kb s
Babe Eroticgangbang a
Images Conf mgsearchs Conf e Babe R Conf ssearcharcsearch Images Research a Images esearchr Conf C Images n Images Conf 1 Conf m Conf gsearchssearchh Images C Images nf
egangbangtubee
r
h %20kb
slides(40.9MB),
bibtex
| |
|
Interactive Hair Rendering
Under Environment Lighting |
|
SIGGRAPH 2010 (ACM TOG) ©ACM |
| click to toggle details |
|
|
Overview |
- decouple light integration complexity from light
transport complexity;
- model environment light with a set of SRBFs;
- address light integration complexity by
precomputation;
- handle self shadowing by convolution optical depth
map;
- handle mutiple scattering by dual scattering and
sparse sampling and interpolation.
|
|
Highlights |
- the first interactive hair rendering algorithm
under environment lighting;
- support light animation;
- support dynamic hair volume.
|
|
Limitations |
- precomputation per scattering function;
- ignore eccentricity in the scattering function.
|
|
downloadable: |
preprint(8.6MB),
avi(35.2MB),
slides(30.1MB),
bibtex |
| |
|
Radiance Transfer
Biclustering for Real-time All-frequency Bi-scale Rendering |
|
IEEE Transactions on Visualization & Computer Graphics
©IEEE |
| click to toggle details |
|
|
Overview |
- tabulate per-vertex transfer from global incident
directions to local incident directions;
- use biclutering to directly compress the transfer
matrix.
|
|
Highlights |
- all-frequency biscale transfer, support
highly-detailed surface under env-lighting;
- high compression ratio with no quality lost;
- operates directly on pixel basis, fully dynamic
env-lighting can be directly supported.
|
|
Limitations |
- static scene geometry;
- rather costly pre-computation(~1 hour).
|
|
downloadable: |
abstract,
preprint(8.3MB), mov(42.8MB), bibtex |
| |
|
RenderAnts:
Interactive Reyes Rendering on GPUs |
SIGGRAPH ASIA 2009 ©ACM |
| click to toggle details |
|
|
Overview |
- move all stages of basic Reyes pipeline to GPU;
- introduce a
dynamic stage scheduling algorithm to maximize
the available parallelism at each individual stage of the
pipeline while keeping data in GPU memory;
- minimize inter-GPU communication by a multi-GPU
scheduling algorithm based on work stealing, which can be easily combined with
the stage scheduling algorithm above;
- implemented with
BSGP.
|
|
Highlights |
- could be the fastest Reyes renderer on PCs;
- support multi-GPU and out-of-core texture;
- quality is comparable with PRMan.
|
|
Limitations |
- system will fail if the grids and their bounding
boxes do not fit into the vram;
- currently only support basic Reyes features. no ray
tracing, no photon mapping...(coming soon)
|
|
downloadable: |
tech report(6.2MB),
preprint(20.7MB),
wmv(50.8MB), slides(26.8MB)
bibtex
test
scenes
|
| |
|
Gradient-based Interpolation and Sampling
for Real-time Rendering of Inhomogeneous, Single-scattering Media |
|
Pacific Graphics 2008 (Computer Graphics Forum) ©
Eurographics and
Blackwell |
| click to toggle details |
|
|
Overview |
- accurately evaluate source radiance and its
gradient at a relative small number of sample points in the volume, and use
gradient-based interpolation to approximate the source radiance elsewhere;
- sample the interpolation
error in the valid sphere of each sample, and dynamically splitting those
with higher estimated error on a hierarchical grid structure.
- use source radiance splatting
to construct the source radiance volume, followed by a ray march to yield the
radiance to the view.
|
|
Highlights |
- all-frequency lighting effects such as light shaft,
volumetric shadows and inhomogeneous glowing;
- editable media property;
- good scalability with regard to volume resolution
and number of lights;
- precomputation can be avoided
for analytical
medium representations.
|
|
Limitations |
- single-scattering only (though it's possible to be
combined with the technique below to incorporate
multiple-scattering);
- constant phase function.
|
|
downloadable: |
paper(5.8MB),
video(34.6MB),
slides(42.1MB),
bibtex |
| |
|
Real-time Rendering of Smoke
using Compensated Ray Marching |
|
SIGGRAPH 2008 (ACM TOG) ©ACM |
| click to toggle details |
|
|
Overview |
- as a preprocess, decompose density field into an
analytical low-freq RBF representation and a residual field
which can be compressed by
perfect spatial hashing;
- evaluate source radiance at RBF centers, taking
into account only the RBF representation;
- use SHEXP to accelerate single
scattering computation, and
BSGP to accelerate multiple scattering;
- compensate for the residuals in the final ray
marching pass.
|
|
Highlights |
- fast smoke rendering with single/multiple
scattering effects and fine details;
- editable smoke property;
- moderate preprocessing time,
less than an hour for a 600-frame animation.
|
|
Limitations |
- low-frequency lighting, can't handle strongly
directional phase functions;
- can't handle real dynamic medium due to the need
for precomputation.
|
|
downloadable: |
paper(7.5MB),
video(42.2MB),
slides(31.9MB),
bibtex |
|
|
original smoke data:
rising bunny(1.5GB),
dragon head(443MB) |
|
scholarly use of the data is automatically
granted without permission. the freely evolving smoke data used in the paper and
video is from the authors of
[Shi and Yu 2005], so it is not
shared here. the format of the binary data: volume resolution(4 bytes) + number
of frames(4 bytes) + sequence of density volumes. note that for some reason the
data is split into files of 2GB or smaller and there's no headers for the files
other than the first one. |
|
oConf Eroticgangbang Ar %20kb Images Research Babe Erotic Gangbang REN Zhongo v Erotic Gangbang Panties Kissing
zConf Eroticgangbang Ar %20kb Images Research Babe Erotic Gangbang REN Zhongj t Images |