PG: Pacific Graphics Short Papers
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Browsing PG: Pacific Graphics Short Papers by Subject "Applied computing"
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Item Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications(The Eurographics Association, 2021) Tan, Yu Wei; Kim-Chan, Louiz; Halim, Anthony; Bhojan, Anand; Lee, Sung-Hee and Zollmann, Stefanie and Okabe, Makoto and Wünsche, BurkhardWe introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence, hardware-accelerated cloud servers can perform ray tracing instead and have their output streamed to clients in remote rendering. Applying the approach of distributed hybrid rendering, we leverage the computational capabilities of both the thin client and powerful server by performing rasterization locally while offloading ray tracing to the server. With advancements in 5G technology, the server and client can communicate effectively over the network and work together to produce a high-quality output while maintaining interactive frame rates. Our approach can achieve better visuals as compared to local rendering but faster performance as compared to remote rendering.Item InspireMePosing: Learn Pose and Composition from Portrait Examples(The Eurographics Association, 2018) Sheng, Bin; Jin, Yuxi; Li, Ping; Wang, Wenxiao; Fu, Hongbo; Wu, Enhua; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesSince people tend to build relationship with others by personal photography, capturing high quality photographs on mobile device has become a strong demand. We propose a portrait photography guidance system to guide user's photographing. We consider current scene image as our input and find professional photograph examples with similar aesthetic features for it. Deep residual network is introduced to gather scene classification information and represent common photograph rules by features, and random forest is adopted to establishing mapping relations between extracted features and examples. Besides, we implement our guidance system on a camera application and evaluate it by user study.Item RTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering(The Eurographics Association, 2020) Tan, Yu Wei; Chua, Nicholas; Koh, Clarence; Bhojan, Anand; Lee, Sung-hee and Zollmann, Stefanie and Okabe, Makoto and Wuensche, BurkhardSigned Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface representation. While there are methods to generate them quickly on GPU, the efficiency of these approaches is limited at high resolutions. This paper showcases a novel technique that combines jump flooding and ray tracing to generate approximate SDFs in real-time for soft shadow approximation, achieving prominent shadow penumbras while maintaining interactive frame rates.