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Now showing items 11-20 of 20
Fast Minimum Spanning Tree for Large Graphs on the GPU
(The Eurographics Association, 2009)
Graphics Processor Units are used for many general purpose processing due to high compute power available on them. Regular, data-parallel algorithms map well to the SIMD architecture of current GPU. Irregular algorithms ...
Efficient Depth Peeling via Bucket Sort
(The Eurographics Association, 2009)
peeling via bucket sort of fragments on GPU, which makes it possible to capture up to 32 layers simultaneously with correct depth ordering in a single geometry pass. We exploit multiple render targets (MRT) as storage and ...
Morphological Antialiasing
(The Eurographics Association, 2009)
We present a new algorithm that creates plausibly antialiased images by looking for certain patterns in an original image and then blending colors in the neighborhood of these patterns according to a set of simple rules. ...
Embedded Function Composition
(The Eurographics Association, 2009)
A low-level graphics processor is assembled from a collection of hardwired functions of screen coordinates embedded directly in the display. Configuration of these functions is controlled by a buffer containing parameters ...
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 ...
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 ...
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 ...
Parallel View-Dependent Tessellation of Catmull-Clark Subdivision Surfaces
(The Eurographics Association, 2009)
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivision surfaces entirely on programmable graphics hardware. Our scheme extends the concept of breadth-first subdivision, ...
Efficient Stream Compaction on Wide SIMD Many-Core Architectures
(The Eurographics Association, 2009)
Stream compaction is a common parallel primitive used to remove unwanted elements in sparse data. This allows highly parallel algorithms to maintain performance over several processing steps and reduces overall memory ...
Image Space Gathering
(The Eurographics Association, 2009)
Soft shadows, glossy reflections and depth of field are valuable effects for realistic rendering and are often computed using distribution ray tracing (DRT). These blurry effects often need not be accurate and are sometimes ...