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CUDA-MultiDimensionalIndexing
CUDA-based Multidimensional database indexing methods including R-tree, Quat-tree, Grid files.
I3DC--Interactive-Three-Dimensional-Cubes
Source code for my ICDE 2009 publication.
Jourknow
SingleScatteringEditing
Editing Translucent Materials with Single Scattering under All-frequency Environment.We present a technique, based on precomputed light transport, for editing the material of translucent objects under all-frequency environment maps. We consider the single scattering component of the BSSRDF model. The challenges are how to obtain new material data on the fly, and how to efficiently render view-dependent scattering effect. We apply the GPU precomputation and CPCA approximation to the transport of a series of sample parameters, which are used to interpolate material of desired parameter. For an isotropic phase function, an interpolated transport vector is multiplied with the non-linearly approximated environment vector in wavelet space to relight each vertex. For a general phase function, we apply the triple product wavelet integral algorithm to account into an extra view-dependent phase function vector, which is also interpolated from a series of non-linearly approximated sample vectors. We could edit isotropic materials in GPU at interactive rates and edit anisotropic materials in CPU at near-interactive rates. We show that our rendering results qualitatively match the appearance of single scattering of translucent objects with reasonable approximation errors.
ykcadcg's Repositories
ykcadcg/SingleScatteringEditing
Editing Translucent Materials with Single Scattering under All-frequency Environment.We present a technique, based on precomputed light transport, for editing the material of translucent objects under all-frequency environment maps. We consider the single scattering component of the BSSRDF model. The challenges are how to obtain new material data on the fly, and how to efficiently render view-dependent scattering effect. We apply the GPU precomputation and CPCA approximation to the transport of a series of sample parameters, which are used to interpolate material of desired parameter. For an isotropic phase function, an interpolated transport vector is multiplied with the non-linearly approximated environment vector in wavelet space to relight each vertex. For a general phase function, we apply the triple product wavelet integral algorithm to account into an extra view-dependent phase function vector, which is also interpolated from a series of non-linearly approximated sample vectors. We could edit isotropic materials in GPU at interactive rates and edit anisotropic materials in CPU at near-interactive rates. We show that our rendering results qualitatively match the appearance of single scattering of translucent objects with reasonable approximation errors.
ykcadcg/CUDA-MultiDimensionalIndexing
CUDA-based Multidimensional database indexing methods including R-tree, Quat-tree, Grid files.
ykcadcg/I3DC--Interactive-Three-Dimensional-Cubes
Source code for my ICDE 2009 publication.
ykcadcg/Jourknow