Neural Local Inter‐reflection Modeling for Garment Fold Rendering
Abstract Realistic garment rendering requires simulating complex multi‐bounce light paths within intricate fold geometries. In these regions, conventional path tracing is computationally expensive as light becomes trapped, necessitating high bounce counts for convergence.
Jooeun Son +4 more
wiley +1 more source
Joint Task Offloading and Resource Allocation with Data Caching in UAV-Aided Mobile Edge Computing Networks for Latency-Sensitive Applications. [PDF]
Baidya T, Moh S.
europepmc +1 more source
Real‐time by‐example texture synthesis and filtering using local statistics exchange
Abstract Real‐time by‐example texture synthesis is used in interactive virtual worlds to generate the appearance of an unbounded surface from an exemplar texture with as few repetitions as possible. Currently, leading real‐time methods rely on a tiling and blending scheme which is known to synthesize well texture patterns with little spatial ...
Nicolas Lutz, Guillaume Gilet
wiley +1 more source
A Hybrid Deep Learning Architecture for Content Request Prediction in the Internet of Vehicles. [PDF]
Rezki A +8 more
europepmc +1 more source
Real‐Time Rendering of Dynamic Line Sets using Voxel Ray Tracing
Abstract Real‐time rendering of dynamic line sets is relevant in many visualization tasks, including unsteady flow visualization and interactive white matter reconstruction from Magnetic Resonance Imaging. High‐quality global illumination and transparency are important for conveying the spatial structure of dense line sets, yet remain difficult to ...
B. Kraaijeveld +3 more
wiley +1 more source
A cloud-edge-end collaborative intelligent caching method based on incremental federated learning algorithms. [PDF]
Huang X, Jin L, Lin K, Wu W, Lin Z.
europepmc +1 more source
Stochastic Pairwise MIS for Unbiased Large‐Kernel Reuse in Real‐Time
Abstract Spatiotemporal resampling methods such as ReSTIR decrease noise in Monte Carlo rendering of dynamic content by reusing paths across frames and pixels. Standard ReSTIR reuses spatially from a small number of randomly selected neighbors. This reuse suffers when few neighbors contain contributing samples, reducing quality toward that of the ...
Trevor Hedstrom +4 more
wiley +1 more source
Register‐Efficient Linear‐Time Evaluation in the Bernstein Basis
Abstract We investigate the evaluation of points and derivatives of Bézier curves and surfaces on modern architectures, focusing on performance and guided by numerical error bounds. While the de Casteljau algorithm remains the reference for numerical robustness, its linear working‐set size imposes substantial register pressure on GPUs.
Gábor Valasek, Anna Lili Horváth
wiley +1 more source
Cloud-Edge Collaborative Personalized Deployment of Knowledge Bases in Semantic Communications. [PDF]
Yang K, Han Y, Xu Y, Chen M.
europepmc +1 more source
NAADF: Globally Illuminated Voxel Worlds Accelerated with Nested Axis‐Aligned Distance Fields
Abstract Achieving realistic rendering of 3D scenes in real time using path tracing is challenging due to the high sample count required, with ray tracing as the bottleneck. Focusing on voxels as a geometry representation offers significant opportunities for optimizations, especially for tracing the rays, but also for computing the samples.
A. Ulschmid +4 more
wiley +1 more source

