Eurographics

EUROPEAN ASSOCIATION FOR COMPUTER GRAPHICS

competition

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winners

Winners

The Computer Graphics Forum 2013 Cover Image has been selected by the CGF editorial board. We thanks all people who submitted this year, and hope that they will participate to the next year contest.

Winner of the Computer Graphics Forum 2013 Cover Image Contest

Ben Spencer and Mark Jones

Swansea University

This image depicts a glass prism backlit by a strong point light. A false colour scheme has been applied to the refracted illumination based on a parameterisation of the primal trajectory of each photon. When encoded by the photon map, this extra information can be used to more efficiently relax high-frequency, interlaced caustic illumination, removing noise while avoiding bias due to photon diffusion.
The image is from the paper "Photon Parameterisation for Robust Relaxation Constraints", to be presented at Eurographics 2013.

Second place:

Jorge Jimenez, Bernardo Antoniazzi, Zbyněk Kysela, Etienne Danvoye and Javier Pahlen

Activision Blizzard

I'm attaching some images of the work we're doing in our research group in Activision Central. They are rendered in practical real-time (suitable for games).

We're working in character rendering, including:

- Skin: we're using a refined version our still unpublished Separable SSS technique, see https://vimeo.com/36048029).

- Eyes: we use several precomputation techniques to achieve better realism, see http://www.iryoku.com/open-your-eyes for details in the course notes of our talk in SIGGRAPH.

- Post processing: we found them to be extremely important to overcome the uncanny valley. We're working on several techniques, included an improved version of SMAA for antialiasing, a new unpublished depth of field technique which dramatically improves the realism on the focusing effect, and realistic film grain.

Third place:

Jorge Jimenez, Bernardo Antoniazzi, Zbyněk Kysela, Etienne Danvoye and Javier Pahlen

Activision Blizzard

I'm attaching some images of the work we're doing in our research group in Activision Central. They are rendered in practical real-time (suitable for games).

We're working in character rendering, including:

- Skin: we're using a refined version our still unpublished Separable SSS technique, see https://vimeo.com/36048029).

- Eyes: we use several precomputation techniques to achieve better realism, see http://www.iryoku.com/open-your-eyes for details in the course notes of our talk in SIGGRAPH.

- Post processing: we found them to be extremely important to overcome the uncanny valley. We're working on several techniques, included an improved version of SMAA for antialiasing, a new unpublished depth of field technique which dramatically improves the realism on the focusing effect, and realistic film grain.
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