CGLab (since 2016.09) focuses on conducting research on photorealistic rendering, which includes a variety of optimization techniques for ray tracing. The main applications of photorealistic rendering are CG movies, animations, 3D games and immersive technology (AR and VR).
While implementing a quick toy example of Crane and Sawhney's really great Monte Carlo Geometry Processing paper, the question arose about whether a quick function I grabbed from The Internet to equally distribute points on a sphere was correct or not. Since it's absolutely the crux of the method, this is an important question! This notebook performs a rather unscientific check for equal distribution of points on the surface of a sphere. It uses the first algorithm from MathWorld: Sphere Point Picking. Foll
GPUs are designed to do many things well, but drawing transparent 3D objects is not one of them. Opacity doesn't commute so that the order in which you draw surfaces makes a big difference. Of course simple additive blending does commute, but it's not really what we think of as "transparent objects". The simplest way to draw transparent objects is from back to front via the painter's algorithm. In this approach we sort geometry and draw only from back to front. This requires sorting triangles, which, in add
R. Hanocka, G. Metzer, R. Giryes, and D. Cohen-Or. (2020)cite arxiv:2005.11084Comment: SIGGRAPH 2020; Project page: https://ranahanocka.github.io/point2mesh/.
H. Chawla, M. Jukola, T. Brouns, E. Arani, and B. Zonooz. (2020)cite arxiv:2007.12918Comment: Accepted at 2020 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS).
H. Tajima, and F. Fujisawa. (2020)cite arxiv:2007.00926Comment: 6 pages, 5 figures, accepted by Scientific and Educational Reports of the Faculty of Science and Technology, Kochi University.