Eric Enderton

dblp:52/3548 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2011
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
antialiasing
0.112011
Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › surface rendering › transparency rendering
order-independent transparency
0.112011
Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › shadow rendering
shadow mapping
0.112011
Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011
Rendering
real-time rendering
0.012011
Stochastic Transparency · IEEE Trans. Vis. Comput. Graph. 2011

Methods — techniques the papers use, named apart from their topics

stochastic transparency · 0.1screen-door transparency · 0.1alpha correction · 0.1
YearPublicationVenuePosition
2011 Colored stochastic shadow maps
abstract
This paper extends the stochastic transparency algorithm that models partial coverage to also model wavelength-varying transmission. It then applies this to the problem of casting shadows between any combination of opaque, colored transmissive, and partially covered (i.e., α-matted) surfaces in a manner compatible with existing hardware shadow mapping techniques. Colored Stochastic Shadow Maps have a similar resolution and performance profile to traditional shadow maps, however they require a wider filter in colored areas to reduce hue variation.
Morgan McGuire, Eric Enderton
SI3D2
2011 A local image reconstruction algorithm for stochastic rendering
abstract
Stochastic renderers produce unbiased but noisy images of scenes that include the advanced camera effects of motion and defocus blur and possibly other effects such as transparency. We present a simple algorithm that selectively adds bias in the form of image space blur to pixels that are unlikely to have high frequency content in the final image. For each pixel, we sweep once through a fixed neighborhood of samples in front to back order, using a simple accumulation scheme. We achieve good quality images with only 16 samples per pixel, making the algorithm potentially practical for interactive stochastic rendering in the near future.
Peter Shirley, Timo Aila, Eric Enderton, Samuli Laine, David P. Luebke, Morgan McGuire
SI3D4
2011 Stochastic Transparency
abstract
Stochastic transparency provides a unified approach to order-independent transparency, antialiasing, and deep shadow maps. It augments screen-door transparency using a random sub-pixel stipple pattern, where each fragment of transparent geometry covers a random subset of pixel samples of size proportional to alpha. This results in correct alpha-blended colors on average, in a single render pass with fixed memory size and no sorting, but introduces noise. We reduce this noise by an alpha correction pass, and by an accumulation pass that uses a stochastic shadow map from the camera. At the pixel level, the algorithm does not branch and contains no read-modify-write loops, other than traditional z-buffer blend operations. This makes it an excellent match for modern massively parallel GPU hardware. Stochastic transparency is very simple to implement and supports all types of transparent geometry, able without coding for special cases to mix hair, smoke, foliage, windows, and transparent cloth in a single scene.
Eric Enderton, Erik Sintorn, Peter Shirley, David P. Luebke
IEEE Trans. Vis. Comput. Graph.1
2010 Stochastic transparency
abstract
Stochastic transparency provides a unified approach to order-independent transparency, anti-aliasing, and deep shadow maps. It augments screen-door transparency using a random sub-pixel stipple pattern, where each fragment of transparent geometry covers a random subset of pixel samples of size proportional to alpha. This results in correct alpha-blended colors on average, in a single render pass with fixed memory size and no sorting, but introduces noise. We reduce this noise by an alpha correction pass, and by an accumulation pass that uses a stochastic shadow map from the camera. At the pixel level, the algorithm does not branch and contains no read-modify-write loops other than traditional z-buffer blend operations. This makes it an excellent match for modern massively parallel GPU hardware. Stochastic transparency is very simple to implement and supports all types of transparent geometry, able without coding for special cases to mix hair, smoke, foliage, windows, and transparent cloth in a single scene.
Eric Enderton, Erik Sintorn, Peter Shirley, David P. Luebke
SI3D1
2007 Efficient Rendering of Human Skin
Eugene d'Eon, David P. Luebke, Eric Enderton
Rendering Techniques3