High-Performance Graphics 2010

Eurographics DL Repository

High-Performance Graphics 2010

 

Recent Submissions

  • McGuire, Morgan; Enderton, Eric; Shirley, Peter; Luebke, David (The Eurographics Association, 2010)
    The paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates-for the first time, with a full stochastic technique-real-time performance ...
  • Gribel, Carl Johan; Doggett, Michael; Akenine-Möller, Tomas (The Eurographics Association, 2010)
    We present a rasterizer, based on time-dependent edge equations, that computes analytical visibility in order to render accurate motion blur. The theory for doing the computations in a rasterization framework is derived ...
  • Rasmusson, Jim; Ström, Jacob; Wennersten, Per; Doggett, Michael; Akenine-Möller, Tomas (The Eurographics Association, 2010)
    Light maps have long been a popular technique for visually rich real-time rendering in games. They typically contain smooth color gradients which current low bit rate texture compression techniques, such as DXT1 and ETC2, ...
  • Munkberg, Jacob; Hasselgren, Jon; Toth, Robert; Akenine-Möller, Tomas (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 ...
  • Zafar, Fahad; Olano, Marc; Curtis, Aaron (The Eurographics Association, 2010)
    Random numbers are extensively used on the GPU. As more computation is ported to the GPU, it can no longer be treated as rendering hardware alone. Random number generators (RNG) are expected to cater general purpose and ...
  • Roberts, Mike; Packer, Jeff; Sousa, Mario Costa; Mitchell, Joseph Ross (The Eurographics Association, 2010)
    We present a novel GPU level set segmentation algorithm that is both work-efficient and step-efficient. Our algorithm: (1) has linear work-complexity and logarithmic step-complexity, both of which depend only on the size ...
  • Karrenberg, Ralf; Rubinstein, Dmitri; Slusallek, Philipp; Hack, Sebastian (The Eurographics Association, 2010)
    While a number of different shading languages have been developed, their efficient integration into an existing renderer is notoriously difficult, often boiling down to implementing an entire compiler toolchain for each ...
  • Aila, Timo; Karras, Tero (The Eurographics Association, 2010)
    This paper proposes a massively parallel hardware architecture for efficient tracing of incoherent rays, e.g. for global illumination. The general approach is centered around hierarchical treelet subdivision of the ...
  • Laine, Samuli (The Eurographics Association, 2010)
    A ray cast algorithm utilizing a hierarchical acceleration structure needs to perform a tree traversal in the hierarchy. In its basic form, executing the traversal requires a stack that holds the nodes that are still to ...
  • Fogal, Thomas; Childs, Hank; Shankar, Siddharth; Krüger, Jens; Bergeron, R. Daniel; Hatcher, Philip (The Eurographics Association, 2010)
    Data sets of immense size are regularly generated on large scale computing resources. Even among more traditional methods for acquisition of volume data, such as MRI and CT scanners, data which is too large to be effectively ...
  • Dammertz, Holger; Sewtz, Daniel; Hanika, Johannes; Lensch, Hendrik P. A. (The Eurographics Association, 2010)
    We present a fast and simple filtering method designed for ray traced Monte Carlo global illumination images which achieves real-time rates. Even on modern hardware only few samples can be traced for interactive applications, ...
  • Choi, Byn; Komuravelli, Rakesh; Lu, Victor; Sung, Hyojin; Bocchino, Robert L.; Adve, Sarita V.; Hart, John C. (The Eurographics Association, 2010)
    The k-D tree is a well-studied acceleration data structure for ray tracing. It is used to organize primitives in a scene to allow efficient execution of intersection operations between rays and the primitives. The highest ...
  • Pantaleoni, Jacopo; Luebke, David (The Eurographics Association, 2010)
    We present HLBVH and SAH-optimized HLBVH, two high performance BVH construction algorithms targeting real-time ray tracing of dynamic geometry. HLBVH provides a novel hierarchical formulation of the LBVH algorithm [LGS-09] ...
  • McGuire, Morgan (The Eurographics Association, 2010)
    This paper introduces a new approximation algorithm for the near-field ambient occlusion problem. It combines known pieces in a new way to achieve substantially improved quality over fast methods and substantially improved ...
  • Billeter, Markus; Sintorn, Erik; Assarsson, Ulf (The Eurographics Association, 2010)
    This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching based algorithms. These effects include halos ...
  • Tzeng, Stanley; Patney, Anjul; Owens, John D. (The Eurographics Association, 2010)
    We explore software mechanisms for managing irregular tasks on graphics processing units (GPUs). We demonstrate that dynamic scheduling and efficient memory management are critical problems in achieving high efficiency on ...
  • Burns, Christopher A.; Fatahalian, Kayvon; Mark, William R. (The Eurographics Association, 2010)
    We modify the Reyes object-space shading approach to address two inefficiencies that result from performing shading calculations at micropolygon grid vertices prior to rasterization. Our system samples shading of surface ...
  • Boulos, Solomon; Luong, Edward; Fatahalian, Kayvon; Moreton, Henry; Hanrahan, Pat (The Eurographics Association, 2010)
    Occlusion culling using a traditional hierarchical depth buffer, or z-pyramid, is less effective when rendering with motion blur. We present a new data structure, the tz-pyramid, that extends the traditional z-pyramid to ...
  • Brunhaver, John S.; Fatahalian, Kayvon; Hanrahan, Pat (The Eurographics Association, 2010)
    Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. Additionally, they do not natively support triangle rasterization with jittered sampling, defocus, or motion blur. We perform ...

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