High-Performance Graphics 2018
Vancouver, BC, Canada
August 10 – 12, 2018
Adaptive Temporal Antialiasing
Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering
Deferred Adaptive Compute Shading
Detecting Aliasing Artifacts in Image Sequences Using Deep Neural Networks
Ray Traversal, Transparency, and GPU Computing
Brook GLES Pi: Democratising Accelerator Programming
Compressed-Leaf Bounding Volume Hierarchies
CPU-Style SIMD Ray Traversal on GPUs
(ACM, 2018)We introduce moment transparency, a new solution to real-time order-independent transparency. It expands upon existing approximate transmittance function techniques by using moments to capture and reconstruct the transmittance ...
(ACM, 2018)We propose and evaluate what we call Compressed-Leaf Bounding Volume Hierarchies (CLBVH), which strike a balance between compressed and non-compressed BVH layouts. Our CLBVH layout introduces dedicated compressed multi-leaf ...
(ACM, 2018)In this paper we describe and evaluate an implementation of CPUstyle SIMD ray traversal on the GPU. We show how spreading moderately wide BVHs (up to a branching factor of eight) across multiple threads in a warp can improve ...
(ACM, 2018)Nowadays computing is heavily-based on accelerators, however, the cost of the hardware equipment prevents equal access to heterogeneous programming. In this work we present Brook GLES Pi, a port of the accelerator programming ...
(ACM, 2018)In this short paper we present a machine learning approach to detect visual artifacts in rendered image sequences. Specifically, we train a deep neural network using example aliased and antialiased image sequences exported ...
(ACM, 2018)A primary advantage of deferred shading is eliminating wasted shading operations due to overdraw. We present a new algorithm that we call Deferred Adaptive Compute Shading, for providing further reduction in shading ...
(ACM, 2018)Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8×, analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering ...
(ACM, 2018)We introduce a pragmatic algorithm for real-time adaptive supersampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine ...