Browsing High-Performance Graphics 2009 by Title
Now showing items 16-20 of 20
-
Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems
(The Eurographics Association, 2009)This work supposes a first attempt to characterize the 3D game workload running on commodity multi-GPU systems. Depending on the rendering workload balance mode used, the intra and interframe dependencies due to render-to-texture ... -
Selective and Adaptive Supersampling for Real-Time Ray Tracing
(The Eurographics Association, 2009)While supersampling is an essential element for high quality rendering, high sampling rates, routinely employed in offline rendering, are still considered quite burdensome for real-time ray tracing. In this paper, we propose ... -
Spatial Splits in Bounding Volume Hierarchies
(The Eurographics Association, 2009)Bounding volume hierarchies (BVH) have become a widely used alternative to kD-trees as the acceleration structure of choice in modern ray tracing systems. However, BVHs adapt poorly to nonuniformly tessellated scenes, which ... -
Stream Compaction for Deferred Shading
(The Eurographics Association, 2009)The GPU leverages SIMD efficiency when shading because it rasterizes a triangle at a time, running the same shader on all of its fragments. Ray tracing sacrifices this shader coherence, and the result is that SIMD units ... -
Understanding the Efficiency of Ray Traversal on GPUs
(The Eurographics Association, 2009)We discuss the mapping of elementary ray tracing operations- acceleration structure traversal and primitive intersection-onto wide SIMD/SIMT machines. Our focus is on NVIDIA GPUs, but some of the observations should be ...