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Efficient Bounding of Displaced Bézier Patches
(The Eurographics Association, 2010)
In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm ...
Design and Novel Uses of Higher-Dimensional Rasterization
(The Eurographics Association, 2012)
This paper assumes the availability of a very fast higher-dimensional rasterizer in future graphics processors. Working in up to five dimensions, i.e., adding time and lens parameters, it is well-known that this can be ...
Coarse Pixel Shading
(The Eurographics Association, 2014)
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and ...
Comparison of Projection Methods for Rendering Virtual Reality
(The Eurographics Association, 2016)
Virtual reality is rapidly gaining popularity, and may soon become a common way of viewing 3D environments. While stereo rendering has been performed on consumer grade graphics processors for a while now, the new wave of ...
Per-Vertex Defocus Blur for Stochastic Rasterization
(The Eurographics Association and Blackwell Publishing Ltd., 2012)
We present user-controllable and plausible defocus blur for a stochastic rasterizer. We modify circle of confusion coefficients per vertex to express more general defocus blur, and show how the method can be applied to ...
Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays
(ACM Siggraph, 2015)
Stereo rendering for 3D displays and for virtual reality headsets provide several visual cues, including convergence angle and highlight disparity. The human visual system interprets these cues to estimate surface properties ...