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VoxelPipe: A Programmable Pipeline for 3D Voxelization
(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 ...
Simpler and Faster HLBVH with Work Queues
(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 ...
Voxelized Shadow Volumes
(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 ...
The Alchemy Screen-Space Ambient Obscurance Algorithm
(ACM, 2011)
Ambient obscurance (AO) produces perceptually important illumination effects such as darkened corners, cracks, and wrinkles; proximity darkening; and contact shadows. We present the AO algorithm from the Alchemy engine ...
Depth Buffer Compression for Stochastic Motion Blur Rasterization
(ACM, 2011)
Previous depth buffer compression schemes are tuned for compressing depths values generated when rasterizing static triangles. They provide generous bandwidth usage savings, and are of great importance to graphics processors. ...