Downloadable Content
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State of the Art Report on Interactive Global Illumination Techniques and Inverse Lighting Problems
(Public project deliverable D1.1)
A. A. Vasilakis, K. Vardis, A. Gkaravelis, G. Papaioannou, K. Kalampokis
Description: This report presents a thorough investigation of the complex and active research area in both interactive global illumination and inverse lighting problems, with a focus on interactive applications and dynamic environments.
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Video of the Inverse Lighting Design Method of CGI 2016
A. Gkaravelis
Description: Demo video for the method in the paper Inverse Lighting Design using a Coverage Optimization Strategy, A. Gkaravelis, G. Papaioannou, the Visual Computer (proc. CGI 2016), DOI 10.1007/s00371-016-1237-9, 2016.
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Demo of the Multiview Image-space Ray-tracing Method of i3D 2016
K. Vardis, A. A. Vasilakis
Description: Demonstration application and source code for the paper "A Multiview and Multilayer Approach for Interactive Ray Tracing", K. Vardis, A. Vasilakis, G. Papaioannou, Proc. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (i3D 2016), pp. 171-178, 2016.
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Video of the Multiview Image-space Ray-tracing Method of i3D 2016
K. Vardis
Description: Demonstration video of the paper "A Multiview and Multilayer Approach for Interactive Ray Tracing", K. Vardis, A. Vasilakis, G. Papaioannou, Proc. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (i3D 2016), pp. 171-178, 2016.
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Cloister Model
G. Papaioannou
A monastery cloister model, complete with courtyard and a stone statue, in Wavefront Object format (OBJ). The model was created for testing global illumination algorithms and sky models. If you use this mesh for any kind of test or rendering, please acknowledge the source.
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Sewers and Apartment Models
G. Papaioannou
Two simple models that were used in the paper Inverse Light Design for High-Occlusion Environments, in Wavefront Object format (OBJ). If you use this mesh for any kind of test or rendering, please acknowledge the creator and provide a link to the AUEB graphics group downloads page.
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Multifragment Rendering Implementations
A. A. Vasilakis
A comprehensive shader source code boundle for efficiently solving the visibility determination problem in screen space, a fundamental task for many image-based and frame buffer techniques, including complex rendering effects like order-independent-transparency, CSG rendering and collision detection.
This extensive collection includes the most widely-used multi-fragment rendering solutions such as the depth peeling variants as well as k-buffer and A-buffer alternatives. The source code is mainly written using the OpenGL 4.4 API, except from the parts that do not require GPU-accelerated atomic memory operations (OpenGL 3.3).
If you use this material for any kind of test or rendering, please acknowledge the creator (by citing the corresponding paper) and/or provide a link to this page.
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Inverse Lighting Demo
A. Gkaravelis
A fully functional application for calculating light the configuration of punctual light sources in a 3D environment using user-provided lighting constraints by painting then in the GUI directly on the geometry. The application uses the method published in the paper Inverse Light Design for High-Occlusion Environments by A. Gkaravelis, G. Papaioannou, K. Kalampokis, proc. GRAPP 2015. The documentation is provided only in Greek as part of the project deliverable D3.4.
If you use this demo in any kind of presentation or tests for publication purposes, please reference the above paper.
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Opening Design Demo
K. Kalampokis
A demo appication for calculating openings on elements marked by the user. The application imports a model and a set of tagged elements using an Autodesk 3D Studio MAX script, and estimates rectangular openings that comply with the desired illumination levels and time of day interval constraints imposed by the user through the GUI. The demo implements the method presented in the paper A Generic Physically-based Approach to the Opening Design Problem, K. Kalampokis, G. Papaioannou, A. Gkaravelis, Proc. Eurographics 2016 (short paper), 2016. The documentation is provided only in Greek as part of the project deliverable D3.4.
If you use this demo in any kind of presentation or tests for publication purposes, please reference the above paper.
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Demo and Shader Source Code for the Compressed Radiance Caching Method
K. Vardis, G. Papaioannou
This is the demo for the real-time global illumination technique described in the paper Real-time Radiance Caching using Chrominance Compression by Kostas Vardis, Georgios Papaioannou and Anastasios Gkaravelis, Journal of Computer Graphics Techniques (JCGT), 3(4), pp. 111-131, 2014. If you use this demo in any kind of presentation or tests for publication purposes, please reference the above paper.
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Demo Video for the Compressed Radiance Caching Method
K. Vardis
This is the video accompanying the real-time global illumination technique described in the paper Real-time Radiance Caching using Chrominance Compression by Kostas Vardis, Georgios Papaioannou and Anastasios Gkaravelis, Journal of Computer Graphics Techniques (JCGT), 3(4), pp. 111-131, 2014.