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CFU: Multi-Purpose Configurable Filtering Unit for Mobile Multimedia Applications on Graphics Hardware
(The Eurographics Association, 2009)
In order to increase the capability of mobile GPUs in image/video processing, a multi-purpose configurable filtering unit (CFU), which is a new configurable unit for image filtering on stream processing architecture, is ...
Faster Incoherent Rays: Multi-BVH Ray Stream Tracing
(The Eurographics Association, 2009)
High fidelity rendering via ray tracing requires tracing incoherent rays for global illumination and other secondary effects. Recent research show that the performance benefits from fast packet traversal schemes that exploit ...
Object Partitioning Considered Harmful: Space Subdivision for BVHs
(The Eurographics Association, 2009)
A major factor for the efficiency of ray tracing is the use of good acceleration structures. Recently, bounding volume hierarchies (BVHs) have become the preferred acceleration structures, due to their competitive performance ...
A Parallel Algorithm for Construction of Uniform Grids
(The Eurographics Association, 2009)
We present a fast, parallel GPU algorithm for construction of uniform grids for ray tracing, which we implement in CUDA. The algorithm performance does not depend on the primitive distribution, because we reduce the problem ...
Hardware-Accelerated Global Illumination by Image Space Photon Mapping
(The Eurographics Association, 2009)
We describe an extension to photon mapping that recasts the most expensive steps of the algorithm - the initial and final photon bounces - as image-space operations amenable to GPU acceleration. This enables global ...
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 ...
Efficient Ray Traced Soft Shadows using Multi-Frusta Tracing
(The Eurographics Association, 2009)
Ray tracing has long been considered to be superior to rasterization because its ability to trace arbitrary rays, allowing it to simulate virtually any physical light transport effect by just tracing rays. Yet, to look ...
Accelerating Shadow Rays Using Volumetric Occluders and Modified kd-Tree Traversal
(The Eurographics Association, 2009)
Monte Carlo ray tracing remains a simple and elegant method for generating robust shadows. This approach, however, is often hampered by the time needed to evaluate the numerous shadow ray queries required to generate a ...
Data-Parallel Rasterization of Micropolygons with Defocus and Motion Blur
(The Eurographics Association, 2009)
Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. We design and analyze the costs of three alternative data-parallel algorithms for rasterizing micropolygon workloads for the ...
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 ...