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Stratified Sampling for Stochastic Transparency
(The Eurographics Association and Blackwell Publishing Ltd., 2011)
The traditional method of rendering semi-transparent surfaces using alpha blending requires sorting the surfaces in depth order. There are several techniques for order-independent transparency, but most require either ...
Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs
(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 ...
Architecture Considerations for Tracing Incoherent Rays
(The Eurographics Association, 2010)
This paper proposes a massively parallel hardware architecture for efficient tracing of incoherent rays, e.g. for global illumination. The general approach is centered around hierarchical treelet subdivision of the ...
Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees
(The Eurographics Association, 2012)
A number of methods for constructing bounding volume hierarchies and point-based octrees on the GPU are based on the idea of ordering primitives along a space-filling curve. A major shortcoming with these methods is that ...
Production-Level Facial Performance Capture Using Deep Convolutional Neural Networks
(ACM, 2017)
We present a real-time deep learning framework for video-based facial performance capture-the dense 3D tracking of an actor's face given a monocular video. Our pipeline begins with accurately capturing a subject using a ...
Two Methods for Fast Ray-Cast Ambient Occlusion
(The Eurographics Association and Blackwell Publishing Ltd, 2010)
Ambient occlusion has proven to be a useful tool for producing realistic images, both in offline rendering and interactive applications. In production rendering, ambient occlusion is typically computed by casting a large ...
High-Performance Software Rasterization on GPUs
(ACM, 2011)
In this paper, we implement an efficient, completely software-based graphics pipeline on a GPU. Unlike previous approaches, we obey ordering constraints imposed by current graphics APIs, guarantee hole-free rasterization, ...
Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
(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 ...
On Quality Metrics of Bounding Volume Hierarchies
(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
(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 ...