Eric Enderton


  

Publications

Paper thumbnail   Stochastic Transparency
Eric Enderton, Erik Sintorn, Peter Shirley, David Luebke
Symposium on Interactive 3D Graphics and Games (I3D) 2010  

Coming soon!

Paper thumbnail   Efficient Rendering of Human Skin
Eugene d'Eon, David Luebke, Eric Enderton
Eurographics Symposium on Rendering 2007   [PDF] [Demo]

Existing offline techniques for modeling subsurface scattering effects in multi-layered translucent materials such as human skin achieve remarkable realism, but require seconds or minutes to generate an image. We demonstrate rendering of multi-layer skin that achieves similar visual quality but runs orders of magnitude faster. We show that sums of Gaussians provide an accurate approximation of translucent layer diffusion profiles, and use this observation to build a novel skin rendering algorithm based on texture space diffusion and translucent shadow maps. Our technique requires a parameterized model but does not otherwise rely on any precomputed information, and thus extends trivially to animated or deforming models. We achieve about 30 frames per second for realistic real-time rendering of deformable human skin under dynamic lighting.

Paper thumbnail
(Image by Tweak Films.)
  GPU-Accelerated High Quality Hidden Surface Removal
Daniel Wexler, Larry Gritz, Eric Enderton, Jonathan Rice
Graphics Hardware 2005   [PDF]

High-quality off-line rendering requires many features not natively supported by current commodity graphics hardware: wide smooth filters, high sampling rates, order-independent transparency, spectral opacity, motion blur, depth of field. We present a GPU-based hidden-surface algorithm that implements all these features. The algorithm is Reyes-like but uses regular sampling and multiple passes. Transparency is implemented by depth peeling, made more efficient by opacity thresholding and a new method called \emph{z batches}. We discuss performance and some design trade-offs. At high spatial sampling rates, our implementation is substantially faster than a CPU-only renderer for typical scenes.

Paper thumbnail
(Image by Frantic Films.)
  High-Quality Antialiased Rasterization
Daniel Wexler, Eric Enderton
GPU Gems II, chapter 21, 2005   [Web page] [source code]

Finely detailed 3D geometry can show significant aliasing artifacts if rendered using native hardware multisampling, because multisampling is currently limited to one-pixel box filtering and low sampling rates. This chapter describes a tiled supersampling technique for rendering images of arbitrary resolution with arbitrarily wide user-defined filters and high sampling rates. The code presented here is used in the Gelato film renderer to produce images of uncompromising quality using the GPU.


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