Browsing Eurographics Workshops and Symposia by Subject "Rasterization"
Now showing items 1-7 of 7
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Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering
(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 ... -
Deferred Adaptive Compute Shading
(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 ... -
Efficient Sphere Rendering Revisited
(The Eurographics Association, 2023)Glyphs are an intuitive way of displaying the results of atomistic simulations, usually as spheres. Raycasting of camera-aligned billboards is considered the state-of-the-art technique to render large sets of spheres in a ... -
Fast Multi-View Rendering for Real-Time Applications
(The Eurographics Association, 2020)Efficient rendering of multiple views can be a critical performance factor for real-time rendering applications. Generating more than one view multiplies the amount of rendered geometry, which can cause a huge performance ... -
Hierarchical Multi-Layer Screen-Space Ray Tracing
(ACM, 2017)In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are ... -
Moment Transparency
(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 ... -
Non-Linearly Quantized Moment Shadow Maps
(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 ...