Now showing items 8-14 of 14

    • Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees 

      Karras, Tero (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 ...
    • Parallel Patch based Texture Synthesis 

      Lasram, Anass; Lefebvre, Sylvain (The Eurographics Association, 2012)
      Fast parallel algorithms exist for pixel-based texture synthesizers. Unfortunately, these synthesizers often fail to preserve structures from the exemplar without the user specifying additional feature information. On the ...
    • Power Efficiency for Software Algorithms Running on Graphics Processors 

      Johnsson, Björn; Ganestam, Per; Doggett, Michael; Akenine-Möller, Tomas (The Eurographics Association, 2012)
      Power efficiency has become the most important consideration for many modern computing devices. In this paper, we examine power efficiency of a range of graphics algorithms on different GPUs. To measure power consumption, ...
    • Reducing Aliasing Artifacts through Resampling 

      Reshetov, Alexander (The Eurographics Association, 2012)
      Post-processing antialiasing methods are well suited for deferred shading because they decouple antialiasing from the rest of graphics pipeline. In morphological methods, the final image is filtered with a data-dependent ...
    • Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees 

      Heitz, Eric; Neyret, Fabrice (The Eurographics Association, 2012)
      Sparse Voxel Octrees (SVOs) represent efficiently complex geometry on current GPUs. Despite the fact that LoDs come naturally with octrees, interpolating and filtering SVOs are still issues in current approaches. In this ...
    • Scalable Ambient Obscurance 

      McGuire, Morgan; Mara, Michael; Luebke, David (The Eurographics Association, 2012)
      This paper presents a set of architecture-aware performance and integration improvements for a recent screenspace ambient obscurance algorithm. These improvements collectively produce a 7x performance increase at 2560 ...
    • SRDH: Specializing BVH Construction and Traversal Order Using Representative Shadow Ray Sets 

      Feltman, Nicolas; Lee, Minjae; Fatahalian, Kayvon (The Eurographics Association, 2012)
      We derive the Shadow Ray Distribution Heuristic (SRDH), an accurate cost estimator for shadow ray traversal through a bounding volume hierarchy (BVH). The SRDH leverages up-front knowledge of the distribution and intersection ...