Now showing items 1-13 of 13

    • Accelerated Single Ray Tracing for Wide Vector Units 

      Fuetterling, Valentin; Lojewski, Carsten; Pfreundt, Franz-Josef; Hamann, Bernd; Ebert, Achim (ACM, 2017)
      Utilizing the vector units of current processors for ray tracing single rays through Bounding Volume Hierarchies has been accomplished by increasing the branching factor of the acceleration structure to match the vector ...
    • Dual Streaming for Hardware-Accelerated Ray Tracing 

      Shkurko, Konstantin; Grant, Tim; Kopta, Daniel; Mallett, Ian; Yuksel, Cem; Brunvand, Erik (ACM, 2017)
      Hardware acceleration for ray tracing has been a topic of great interest in computer graphics. However, even with proposed custom hardware, the inherent irregularity in the memory access pattern of ray tracing has limited ...
    • An Efficient Denoising Algorithm for Global Illumination 

      Mara, Michael; McGuire, Morgan; Bitterli, Benedikt; Jarosz, Wojciech (ACM, 2017)
      We propose a hybrid ray-tracing/rasterization strategy for real- time rendering enabled by a fast new denoising method. We factor global illumination into direct light at rasterized primary surfaces and two indirect lighting ...
    • Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs 

      Ylitie, Henri; Karras, Tero; Laine, Samuli (ACM, 2017)
      We present a GPU-based ray traversal algorithm that operates on compressed wide BVHs and maintains the traversal stack in a compressed format. Our method reduces the amount of memory traffic significantly, which translates ...
    • Exploiting Budan-Fourier and Vincent's Theorems for Ray Tracing 3D Bézier Curves 

      Reshetov, Alexander (ACM, 2017)
      We present a new approach to finding ray-cubic Bézier curve intersections by leveraging recent achievements in polynomial studies. Compared with the state-of-the-art adaptive linearization, it increases performance by 5-50 ...
    • Improved Two-Level BVHs Using Partial Re-Braiding 

      Benthin, Carsten; Woop, Sven; Afra, Attila T.; Wald, Ingo (ACM, 2017)
      We propose a novel approach for improving the quality of two-level BVHs (i.e., a two-level data structure that uses a top-level BVH built over second-level object BVHs). After building an individual, high-quality BVH for ...
    • Interactive Stable Ray Tracing 

      Corso, Alessandro Dal; Salvi, Marco; Kolb, Craig; Frisvad, Jeppe Revall; Lefohn, Aaron; Luebke, David (ACM, 2017)
      Interactive ray tracing applications running on commodity hard- ware can su er from objectionable temporal artifacts due to a low sample count. We introduce stable ray tracing, a technique that improves temporal stability ...
    • Mesh Color Textures 

      Yuksel, Cem (ACM, 2017)
      The fundamental limitations of texture mapping has been a long standing problem in computer graphics. The cost of defining and maintaining texture coordinates and the seams that introduce various filtering inconsistencies ...
    • Non-Linearly Quantized Moment Shadow Maps 

      Peters, Christoph (ACM, 2017)
      Moment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this ...
    • Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path Traced Global Illumination 

      Schied, Christoph; Kaplanyan, Anton; Wyman, Chris; Patney, Anjul; Chaitanya, Chakravarty Reddy Alla; Burgess, John; Liu, Shiqiu; Dachsbacher, Carsten; Lefohn, Aaron; Salvi, Marco (ACM, 2017)
      We introduce a reconstruction algorithm that generates a tempo- rally stable sequence of images from one path-per-pixel global illumination. To handle such noisy input, we use temporal accu- mulation to increase the e ...
    • STBVH: A Spatial-Temporal BVH for Efficient Multi-Segment Motion Blur 

      Woop, Sven; Afra, Attila T.; Benthin, Carsten (ACM, 2017)
      We present the STBVH, a newapproach for rendering multi-segment motion blur using a bounding volume hierarchy (BVH) that stores both spatial linearly interpolated bounds and temporal bounds. The approach is designed for ...
    • Timeline Scheduling for Out-of-Core Ray Batching 

      Son, Myungbae; Yoon, Sung- Eui (ACM, 2017)
      We present a timeline based scheduling method for Monte Carlo ray tracing of out-of-core models on distributed memory clusters. We abstract different setups of various compute and memory devices into a graph-based ...
    • Vectorized Production Path Tracing 

      Lee, Mark; Green, Brian; Xie, Feng; Tabellion, Eric (ACM, 2017)
      This paper presents MoonRay, a high performance production rendering architecture using Monte Carlo path tracing developed at DreamWorks Animation. MoonRay is the first production path tracer, to our knowledge, designed ...