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Hardware Implementation of Micropolygon Rasterization with Motion and Defocus Blur
(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 ...
A Lazy Object-Space Shading Architecture With Decoupled Sampling
(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 ...
Space-Time Hierarchical Occlusion Culling for Micropolygon Rendering with Motion Blur
(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 ...