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An Efficient Denoising Algorithm for Global Illumination
(ACM, 2017)
We propose a hybrid ray-tracing/rasterization strategy for real- time rendering enabled by a fast new denoising method. We factor global illumination into direct light at rasterized primary surfaces and two indirect lighting ...
A Fast and Stable Feature-Aware Motion Blur Filter
(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., ...
Ambient Occlusion Volumes
(The Eurographics Association, 2010)
This paper introduces a new approximation algorithm for the near-field ambient occlusion problem. It combines known pieces in a new way to achieve substantially improved quality over fast methods and substantially improved ...
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 ...
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 ...
The Alchemy Screen-Space Ambient Obscurance Algorithm
(ACM, 2011)
Ambient obscurance (AO) produces perceptually important illumination effects such as darkened corners, cracks, and wrinkles; proximity darkening; and contact shadows. We present the AO algorithm from the Alchemy engine ...
Adaptive Temporal Antialiasing
(ACM, 2018)
We introduce a pragmatic algorithm for real-time adaptive supersampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine ...
Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering
(ACM, 2018)
Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8×, analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering ...