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Now showing items 1-9 of 9
Infinite Resolution Textures
(The Eurographics Association, 2016)
We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a ...
A Multigrid Solver for Boundary Value Problems Using Programmable Graphics Hardware
(The Eurographics Association, 2003)
We present a case study in the application of graphics hardware to general-purpose numeric computing. Specifi- cally, we describe a system, built on programmable graphics hardware, able to solve a variety of partial ...
Interactive Stable Ray Tracing
(ACM, 2017)
Interactive ray tracing applications running on commodity hard- ware can su er from objectionable temporal artifacts due to a low sample count. We introduce stable ray tracing, a technique that improves temporal stability ...
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 ...
HLBVH: Hierarchical LBVH Construction for Real-Time Ray Tracing of Dynamic Geometry
(The Eurographics Association, 2010)
We present HLBVH and SAH-optimized HLBVH, two high performance BVH construction algorithms targeting real-time ray tracing of dynamic geometry. HLBVH provides a novel hierarchical formulation of the LBVH algorithm [LGS-09] ...
Scalable Ambient Obscurance
(The Eurographics Association, 2012)
This paper presents a set of architecture-aware performance and integration improvements for a recent screenspace ambient obscurance algorithm. These improvements collectively produce a 7x performance increase at 2560 ...
Real-time Stochastic Rasterization on Conventional GPU Architectures
(The Eurographics Association, 2010)
The paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates-for the first time, with a full stochastic technique-real-time performance ...
Deep G-Buffers for Stable Global Illumination Approximation
(The Eurographics Association, 2016)
We introduce a new hardware-accelerated method for constructing Deep G-buffers that is 2x-8x faster than the previous depthpeeling method and produces more stable results. We then build several high-performance shading ...
PixelPie: Maximal Poisson-disk Sampling with Rasterization
(ACM, 2013)
We present PixelPie, a highly parallel geometric formulation of the Poisson-disk sampling problem on the graphics pipeline. Traditionally, generating a distribution by throwing darts and removing conflicts has been viewed ...