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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 ...
Masked Software Occlusion Culling
(The Eurographics Association, 2016)
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling ...
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 ...
Theory and Analysis of Higher-Order Motion Blur Rasterization
(ACM, 2013)
A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...
Layered Reconstruction for Defocus and Motion Blur
(The Eurographics Association and John Wiley and Sons Ltd., 2014)
Light field reconstruction algorithms can substantially decrease the noise in stochastically rendered images. Recent algorithms for defocus blur alone are both fast and accurate. However, motion blur is a considerably more ...
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 ...