Now showing items 1-14 of 14

    • Coarse Pixel Shading 

      Vaidyanathan, Karthik; Salvi, Marco; Toth, Robert; Foley, Tim; Akenine-Möller, Tomas; Nilsson, Jim; Munkberg, Jacob; Hasselgren, Jon; Sugihara, Masamichi; Clarberg, Petrik; Janczak, Tomasz; Lefohn, Aaron (The Eurographics Association, 2014)
      We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and ...
    • Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur 

      Woop, Sven; Benthin, Carsten; Wald, Ingo; Johnson, Gregory S.; Tabellion, Eric (The Eurographics Association, 2014)
      Hair and fur typically consist of a large number of thin, curved, and densely packed strands which are difficult to ray trace efficiently. A tight fitting spatial data structure, such as a bounding volume hierarchy (BVH), ...
    • A Fast and Stable Feature-Aware Motion Blur Filter 

      Guertin, Jean-Philippe; McGuire, Morgan; Nowrouzezahrai, Derek (The Eurographics Association, 2014)
      High-quality motion blur is an increasingly important effect in interactive graphics however, even in the context of offline rendering, it is often approximated as a post process. Recent motion blur post-processes (e.g., ...
    • Fast ANN for High-Quality Collaborative Filtering 

      Tsai, Yun-Ta; Steinberger, Markus; Pajak, Dawid; Pulli, Kari (The Eurographics Association, 2014)
      Collaborative filtering collects similar patches, jointly filters them, and scatters the output back to input patches; each pixel gets a contribution from each patch that overlaps with it, allowing signal reconstruction ...
    • High-Performance Delaunay Triangulation for Many-Core Computers 

      Fuetterling, Valentin; Lojewski, Carsten; Pfreundt, Franz-Josef (The Eurographics Association, 2014)
      We present an efficient implementation of a Dwyer-style Delaunay triangulation algorithm that runs in O(N) expected time. An implicit quad-tree is constructed directly from the floating point bit patterns of the input ...
    • High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting 

      Yusov, Egor (The Eurographics Association, 2014)
      We present a new method for rendering realistic cumulus clouds in real time. The clouds in our approach consist of randomly rotated and scaled copies of a single reference particle. During the pre-processing, we pre-compute ...
    • Interactive Rendering of Giga-Particle Fluid Simulations 

      Reichl, Florian; Chajdas, Matthäus G.; Schneider, Jens; Westermann, Rüdiger (The Eurographics Association, 2014)
      We describe the design of an interactive rendering system for particle-based fluid simulations comprising hundreds of millions of particles per time step. We present a novel binary voxel representation for particle positions ...
    • Layered Reflective Shadow Maps for Voxel-based Indirect Illumination 

      Sugihara, Masamichi; Rauwendaal, Randall; Salvi, Marco (The Eurographics Association, 2014)
      We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using ...
    • Out-of-Core Proximity Computation for Particle-based Fluid Simulations 

      Kim, Duksu; Son, Myung-Bae; Kim, Young J.; Hong, Jeong-Mo; Yoon, Sung-eui (The Eurographics Association, 2014)
      To meet the demand of higher realism, a high number of particles are used for particle-based fluid simulations, resulting in various out-of-core issues. In this paper, we present an out-of-core proximity computation, ...
    • Real-Time Deformation of Subdivision Surfaces from Object Collisions 

      Schäfer, Henry; Keinert, Benjamin; Nießner, Matthias; Buchenau, Christoph; Guthe, Michael; Stamminger, Marc (The Eurographics Association, 2014)
      We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are ...
    • Reduced Precision for Hardware Ray Tracing in GPUs 

      Keely, Sean (The Eurographics Association, 2014)
      We propose a high performance, GPU integrated, hardware ray tracing system. We present and make use of a new analysis of ray traversal in axis aligned bounding volume hierarchies. This analysis enables compact traversal ...
    • Register Efficient Memory Allocator for GPUs 

      Vinkler, Marek; Vlastimil, Havran (The Eurographics Association, 2014)
      We compare four existing dynamic memory allocators optimized for GPUs and show their strengths and weaknesses. In the measurements we use three generic evaluation tests proposed in the literature and add one with a real ...
    • SegTC: Fast Texture Compression using Image Segmentation 

      Krajcevski, Pavel; Manocha, Dinesh (The Eurographics Association, 2014)
      Fast, high quality texture compression is becoming increasingly important for interactive applications and mobile GPUs. Modern high-quality compression formats define sets of pre-existing block partitions that allow disjoint ...
    • Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing 

      Kerzner, Ethan; Salvi, Marco (The Eurographics Association, 2014)
      We present a novel lossy compression algorithm for G-buffers that enables deferred shading applications with high visibility sampling rates. Our streaming compression method operates in a single geometry rendering pass ...