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An Optimized Soft Shadow Volume Algorithm with Real-Time Performance
(The Eurographics Association, 2003)
In this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical ...
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 ...
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 In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...
Temporally Dense Ray Tracing
(The Eurographics Association, 2019)
We present a technique for real-time ray tracing with the goal of reaching 240 frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human ...