Now showing items 16-20 of 20

    • Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems 

      Monfort, Jordi Roca; Grossman, Mark (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 

      Jin, Bongjun; Ihm, Insung; Chang, Byungjoon; Park, Chanmin; Lee, Wonjong; Jung, Seokyoon (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 

      Stich, Martin; Friedrich, Heiko; Dietrich, Andreas (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 

      Hoberock, Jared; Lu, Victor; Jia, Yuntao; Hart, John C. (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 

      Aila, Timo; Laine, Samuli (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 ...