Now showing items 1-16 of 16

    • Imperfect Voxelized Shadow Volumes 

      Wyman, Chris; Dai, Zeng (ACM, 2013)
      Voxelized shadow volumes [Wyman 2011] provide a discretized view-dependent representation of shadow volumes, but are limited to point or directional lights. We extend them to allow dynamic volumetric visibility from area ...
    • Efficient Divide-And-Conquer Ray Tracing using Ray Sampling 

      Nabata, Kosuke; Iwasaki, Kei; Dobashi, Yoshinori; Nishita, Tomoyuki (ACM, 2013)
      Divide-and-conquer ray tracing (DACRT) methods solve intersection problems between large numbers of rays and primitives by recursively subdividing the problem size until it can be easily solved. Previous DACRT methods ...
    • Screen-Space Far-Field Ambient Obscurance 

      Timonen, Ville (ACM, 2013)
      Ambient obscurance (AO) is an effective approximation of global illumination, and its screen-space (SSAO) versions that operate on depth buffers only are widely used in real-time applications. We present an SSAO method ...
    • Preface and Table of Contents 

      Kayvon Fatahalian and Christian Theobalt (ACM, 2013)
    • Theory and Analysis of Higher-Order Motion Blur Rasterization 

      Gribel, Carl Johan; Munkberg, Jacob; Hasselgren, Jon; Akenine-Möller, Tomas (ACM, 2013)
      A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...
    • Fast Parallel Construction of High-Quality Bounding Volume Hierarchies 

      Karras, Tero; Aila, Timo (ACM, 2013)
      We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarchies (BVHs) for ray tracing. The algorithm is based on modifying an existing BVH to improve its quality, and executes in ...
    • Out-of-Core Construction of Sparse Voxel Octrees 

      Baert, Jeroen; Lagae, Ares; Dutre´, Philip (ACM, 2013)
      Voxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few or no scenes are available in ...
    • PixelPie: Maximal Poisson-disk Sampling with Rasterization 

      Ip, Cheuk Yiu; Yalc, M. Adil; Luebke, David; Varshney, Amitabh (ACM, 2013)
      We present PixelPie, a highly parallel geometric formulation of the Poisson-disk sampling problem on the graphics pipeline. Traditionally, generating a distribution by throwing darts and removing conflicts has been viewed ...
    • Real-time Local Displacement using Dynamic GPU Memory Management 

      Schäfer, Henry; Keinert, Benjamin; Stamminger, Marc (ACM, 2013)
      We propose a novel method for local displacement events in large scenes, such as scratches, footsteps, or sculpting operations. Deformations are stored as displacements for vertices generated by hardware tessellation. ...
    • Real-Time High-Resolution Sparse Voxelization with Application to Image-Based Modeling 

      Loop, Charles; Zhang, Cha; Zhang, Zhengyou (ACM, 2013)
      We present a system for real-time, high-resolution, sparse voxelization of an image-based surface model. Our approach consists of a coarse-to-fine voxel representation and a collection of parallel processing steps. Voxels ...
    • Efficient BVH Construction via Approximate Agglomerative Clustering 

      Gu, Yan; He, Yong; Fatahalian, Kayvon; Blelloch, Guy (ACM, 2013)
      We introduce Approximate Agglomerative Clustering (AAC), an efficient, easily parallelizable algorithm for generating high-quality bounding volume hierarchies using agglomerative clustering. The main idea of AAC is to ...
    • Lazy Incremental Computation for Efficient Scene Graph Rendering 

      Wörister, Michael; Steinlechner, Harald; Maierhofer, Stefan; Tobler, Robert F. (ACM, 2013)
      In order to provide a highly performant rendering system while maintaining a scene graph structure with a high level of abstraction, we introduce improved rendering caches, that can be updated incrementally without any ...
    • SGRT: A Mobile GPU Architecture for Real-Time Ray Tracing 

      Lee, Won-Jong; Shin, Youngsam; Lee, Jaedon; Kim, Jin-Woo; Nah, Jae-Ho; Jung, Seokyoon; Lee, Shihwa; Park, Hyun-Sang; Han, Tack-Don (ACM, 2013)
      Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time ray tracing has attracted considerable attention. Unfortunately, ray tracing in the current mobile ...
    • An Energy and Bandwidth Efficient Ray Tracing Architecture 

      Kopta, Daniel; Shkurko, Konstantin; Spjut, Josef; Brunvand, Erik; Davis, Al (ACM, 2013)
      We propose two hardware mechanisms to decrease energy consumption on massively parallel graphics processors for ray tracing while keeping performance high. First, we use a streaming data model and configure part of the L2 ...
    • On Quality Metrics of Bounding Volume Hierarchies 

      Aila, Timo; Karras, Tero; Laine, Samuli (ACM, 2013)
      The surface area heuristic (SAH) is widely used as a predictor for ray tracing performance, and as a heuristic to guide the construction of spatial acceleration structures. We investigate how well SAH actually predicts ray ...
    • Megakernels Considered Harmful: Wavefront Path Tracing on GPUs 

      Laine, Samuli; Karras, Tero; Aila, Timo (ACM, 2013)
      When programming for GPUs, simply porting a large CPU program into an equally large GPU kernel is generally not a good approach. Due to SIMT execution model on GPUs, divergence in control flow carries substantial performance ...