Now showing items 1-12 of 12

    • Compacted CPU/GPU Data Compression via Modified Virtual Address Translation 

      Seiler, Larry; Lin, Daqi; Yuksel, Cem (ACM, 2020)
      We propose a method to reduce the footprint of compressed data by using modified virtual address translation to permit random access to the data. This extends our prior work on using page translation to perform automatic ...
    • Concurrent Binary Trees (with application to longest edge bisection) 

      Dupuy, Jonathan (ACM, 2020)
      We introduce the concurrent binary tree (CBT), a novel concurrent representation to build and update arbitrary binary trees in parallel. Fundamentally, our representation consists of a binary heap, i.e., a 1D array, that ...
    • Efficient Adaptive Deferred Shading with Hardware Scatter Tiles 

      Mallett, Ian; Yuksel, Cem; Seiler, Larry (ACM, 2020)
      Adaptive shading is an effective mechanism for reducing the number of shaded pixels to a subset of the image resolution with minimal impact on final rendering quality. We present a new scheduling method based on on-chip ...
    • FLIP: A Difference Evaluator for Alternating Images 

      Andersson, Pontus; Nilsson, Jim; Akenine-Möller, Tomas; Oskarsson, Magnus; Åström, Kalle; Fairchild, Mark D. (ACM, 2020)
      Image quality measures are becoming increasingly important in the field of computer graphics. For example, there is currently a major focus on generating photorealistic images in real time by combining path tracing with ...
    • Generalized Light Portals 

      Ogaki, Shinji (ACM, 2020)
      Light portals are useful for accelerating the convergence of Monte Carlo path tracing when rendering interiors. However, they are generally limited to flat polygonal shapes. In this paper, we introduce a new concept that ...
    • Hardware-Accelerated Dual-Split Trees 

      Lin, Daqi; Vasiou, Elena; Yuksel, Cem; Kopta, Daniel; Brunvand, Erik (ACM, 2020)
      Bounding volume hierarchies (BVH) are the most widely used acceleration structures for ray tracing due to their high construction and traversal performance. However, the bounding planes shared between parent and children ...
    • High-Performance Image Filters via Sparse Approximations 

      Schuster, Kersten; Trettner, Philip; Kobbelt, Leif (ACM, 2020)
      We present a numerical optimization method to find highly efficient (sparse) approximations for convolutional image filters. Using a modified parallel tempering approach,we solve a constrained optimization that maximizes ...
    • Neural Denoising for Path Tracing of Medical Volumetric Data 

      Hofmann, Nikolai; Martschinke, Jana; Engel, Klaus; Stamminger, Marc (ACM, 2020)
      In this paper, we transfer machine learning techniques previously applied to denoising surface-only Monte Carlo renderings to path-traced visualizations of medical volumetric data. In the domain of medical imaging, path-traced ...
    • Post-RenderWarp with Late Input Sampling Improves Aiming Under High Latency Conditions 

      Kim, Joohwan; Knowles, Pyarelal; Spjut, Josef; Boudaoud, Ben; Mcguire, Morgan (ACM, 2020)
      End-to-end latency in remote-rendering systems can reduce user task performance. This notably includes aiming tasks on game streaming services, which are presently below the standards of competitive first-person desktop ...
    • Quadratic Approximation of Cubic Curves 

      Truong, Nghia; Yuksel, Cem; Seiler, Larry (ACM, 2020)
      We present a simple degree reduction technique for piecewise cubic polynomial splines, converting them into piecewise quadratic splines that maintain the parameterization and C1 continuity. Our method forms identical tangent ...
    • Sub-triangle opacity masks for faster ray tracing of transparent objects 

      Gruen, Holger; Benthin, Carsten; Woop, Sven (ACM, 2020)
      We propose an easy and simple-to-integrate approach to accelerate ray tracing of alpha-tested transparent geometry with a focus on Microsoft® DirectX® or Vulkan® ray tracing extensions. Pre-computed bit masks are used to ...
    • Using Hardware Ray Transforms to Accelerate Ray/Primitive Intersections for Long, Thin Primitive Types 

      Wald, Ingo; Morrical, Nate; Zellmann, Stefan; Ma, Lei; Usher, Will; Huang, Tiejun; Pascucci, Valerio (ACM, 2020)
      With the recent addition of hardware ray tracing capabilities, GPUs have become incredibly efficient at ray tracing both triangular geometry, and instances thereof. However, the bounding volume hierarchies that current ray ...