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DTSTART:19721003T020000
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BEGIN:VEVENT
DTSTAMP:20260114T163717Z
LOCATION:Meeting Room C4.11\, Level 4 (Convention Centre)
DTSTART;TZID=Australia/Melbourne:20231212T170000
DTEND;TZID=Australia/Melbourne:20231212T174900
UID:siggraphasia_SIGGRAPH Asia 2023_sess122@linklings.com
SUMMARY:See Details
DESCRIPTION:Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray 
 Tracing\n\nWe introduce an adaptive level-of-detail technique for ray trac
 ing triangle meshes that aims to reduce the memory bandwidth used during r
 ay traversal, which can be the bottleneck for rendering time with large sc
 enes and the primary consumer of energy. We propose a specific data struct
 ure for hierarc...\n\n\nJacob Haydel (University of Utah); Cem Yuksel (Uni
 versity of Utah, Roblox); and Larry Seiler (Independent)\n----------------
 -----\nCombining Resampled Importance and Projected Solid Angle Samplings 
 for Many Area Light Rendering\n\nDirect lighting from many area light sour
 ces is challenging. We propose to reformulate RIS and combine it with proj
 ected solid angle sampling to improve the convergence of direct lighting.\
 n\n\nIshaan Shah, Aakash K.T., and P. J. Narayanan (International Institut
 e of Information Technology, Hyderabad)\n---------------------\nRMIP: Disp
 lacement ray tracing via inversion and oblong bounding\n\nHigh-performance
  ray tracing of triangle meshes equipped with displacement maps is a chall
 enging task. Existing methods either rely on pre-tessellation, taking full
  advantage of the hardware but with a poor memory quality tradeoff, or use
  custom displacement-centric acceleration structures, preservi...\n\n\nThe
 o Thonat, Iliyan Georgiev, François Beaune, and Tamy Boubekeur (Adobe)\n--
 -------------------\nFocus Range: Production Ray Tracing of Depth of Field
 \n\nWe present Focus Range, a depth of field model that extends the focus 
 distance of the thin lens to a range of perfect focus to improve artist's 
 control.\n\n\nEdoardo Alberto Dominici (Animal Logic, Huawei) and Emanuel 
 Schrade, Basile Fraboni, Luke Emrose, and Curtis Black (Animal Logic)\n---
 ------------------\nReal-time Rendering of Glossy Reflections using Ray Tr
 acing and Two-level Radiance Caching\n\nWe introduce a novel approach to r
 endering reflections in real time that combines the radiance probes of an 
 existing diffuse global illumination framework and denoised ray-traced ref
 lections.\n\n\nKenta Eto, Sylvain Meunier, Takahiro Harada, and Guillaume 
 Boissé (Advanced Micro Devices, Advanced Micro Devices, Inc. (AMD))\n\nReg
 istration Category: Full Access\n\nSession Chair: Bin Chen (University of 
 Melbourne)
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