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Wataru Furuya

dblp:118/2728 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › global illumination
all-frequency lighting
0.112011
Efficient calculation method of spherical signed distance function for real-time rendering of dynamic scenes · SIGGRAPH Asia Sketches 2011
Rendering
global illumination
0.112011
Efficient calculation method of spherical signed distance function for real-time rendering of dynamic scenes · SIGGRAPH Asia Sketches 2011
Rendering
real-time rendering
0.112011
Efficient calculation method of spherical signed distance function for real-time rendering of dynamic scenes · SIGGRAPH Asia Sketches 2011

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

spherical signed distance function · 0.1
YearPublicationVenuePosition
2012 Real-time Rendering of Dynamic Scenes under All-frequency Lighting using Integral Spherical Gaussian
abstract
Abstract We propose an efficient rendering method for dynamic scenes under all‐frequency environmental lighting. To render the surfaces of objects illuminated by distant environmental lighting, the triple product of the lighting, the visibility function and the BRDF is integrated at each shading point on the surfaces. Our method represents the environmental lighting and the BRDF with a linear combination of spherical Gaussians, replacing the integral of the triple product with the sum of the integrals of spherical Gaussians over the visible region of the hemisphere. We propose a new form of spherical Gaussian, the integral spherical Gaussian, that enables the fast and accurate integration of spherical Gaussians with various sharpness over the visible region on the hemisphere. The integral spherical Gaussian simplifies the integration to a sum of four pre‐integrated values, which are easily evaluated on‐the‐fly. With a combination of a set of spheres to approximate object geometries and the integral spherical Gaussian, our method can render object surfaces very efficiently. Our GPU implementation demonstrates realtime rendering of dynamic scenes with dynamic viewpoints, lighting, and BRDFs.
Kei Iwasaki, Wataru Furuya, Yoshinori Dobashi, Tomoyuki Nishita
Comput. Graph. Forum2
2011 Efficient calculation method of spherical signed distance function for real-time rendering of dynamic scenes
abstract
Real-time rendering of dynamic scenes illuminated by complex, all-frequency lighting with highly glossy BRDFs remains a challenging problem. Although several methods have been proposed to render dynamic scenes, these methods can not handle deformable objects [Zhou et al. 2005], all-frequency lighting [Ren et al. 2006; Nowrouzezahrai et al. 2009], or highly glossy BRDFs [Annen et al. 2008].
Wataru Furuya, Kei Iwasaki, Yoshinori Dobashi, Tomoyuki Nishita
SIGGRAPH Asia Sketches1