Now showing items 12-22 of 22

    • Precision Selection for Energy-Effi cient Pixel Shaders 

      Pool, Jeff; Lastra, Anselmo; Singh, Montek (ACM, 2011)
      In this work, we seek to realize energy savings in modern pixel shaders by reducing the precision of their arithmetic. We explore three schemes for controlling this reduction. The first is a static analysis technique, which ...
    • Preface and Table of Contents 

      Carsten Dachsbacher and William Mark and Jacopo Pantaleoni (ACM, 2011)
    • Primitive Processing and Advanced Shading Architecture for Embedded Space 

      Kazakov, Max; Ohbuchi, Eisaku (ACM, 2011)
      This paper presents a new graphics architecture enabling contentrich applications for the embedded space by extending hardware architecture in two main areas - geometry processing and configurable per-fragment shading. Our ...
    • Randomized Selection on the GPU 

      Monroe, Laura; Wendelberger, Joanne; Michalak, Sarah (ACM, 2011)
      We implement here a fast and memory-sparing probabilistic top k selection algorithm on the GPU. The algorithm proceeds via an iterative probabilistic guess-and-check process on pivots for a three-way partition. When the ...
    • Rapid Simplifi cation of Multi-Attribute Meshes 

      Willmott, Andrew (ACM, 2011)
      We present a rapid simplification algorithm for meshes with multiple vertex attributes, targeted at rendering acceleration for realtime applications. Such meshes potentially feature normals, tangents, one or more texture ...
    • Real-Time Diffuse Global Illumination Using Radiance Hints 

      Papaioannou, Georgios (ACM, 2011)
      GPU-based interactive global illumination techniques are receiving an increasing interest from both the research and the industrial community as real-time graphics applications strive for vi-sually rich and realistic dynamic ...
    • SAH KD-Tree Construction on GPU 

      Wu, Zhefeng; Zhao, Fukai; Liu, Xinguo (ACM, 2011)
      KD-tree is one of the most efficient acceleration data structures for ray tracing. In this paper, we present a kd-tree construction algorithm that is precisely SAH-optimized and runs entirely on GPU. We construct the tree ...
    • Simpler and Faster HLBVH with Work Queues 

      Garanzha, Kirill; Pantaleoni, Jacopo; McAllister, David (ACM, 2011)
      A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed forray tracing in real-time, even in the presence of ...
    • SSLPV: Subsurface Light Propagation Volumes 

      Børlum, Jesper; Christensen, Brian Bunch; Kjeldsen, Thomas Kim; Mikkelsen, Peter Trier; Noe, Karsten Østergaard; Rimestad, Jens; Mosegaard, Jesper (ACM, 2011)
      This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh opology and lighting. SSLPV extends the Light ...
    • Voxelized Shadow Volumes 

      Wyman, Chris (ACM, 2011)
      Efficient shadowing algorithms have been sought for decades, but most shadow research focuses on quickly identifying shadows on surfaces. This paper introduces a novel algorithm to efficiently sample light visibility at ...
    • VoxelPipe: A Programmable Pipeline for 3D Voxelization 

      Pantaleoni, Jacopo (ACM, 2011)
      We present a highly exible and e cient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thinvoxelizations, multiple boolean, oating ...