Now showing items 8-16 of 16

    • On Quality Metrics of Bounding Volume Hierarchies 

      Aila, Timo; Karras, Tero; Laine, Samuli (ACM, 2013)
      The surface area heuristic (SAH) is widely used as a predictor for ray tracing performance, and as a heuristic to guide the construction of spatial acceleration structures. We investigate how well SAH actually predicts ray ...
    • Out-of-Core Construction of Sparse Voxel Octrees 

      Baert, Jeroen; Lagae, Ares; Dutre´, Philip (ACM, 2013)
      Voxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few or no scenes are available in ...
    • PixelPie: Maximal Poisson-disk Sampling with Rasterization 

      Ip, Cheuk Yiu; Yalc, M. Adil; Luebke, David; Varshney, Amitabh (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 ...
    • Preface and Table of Contents 

      Kayvon Fatahalian and Christian Theobalt (ACM, 2013)
    • Real-Time High-Resolution Sparse Voxelization with Application to Image-Based Modeling 

      Loop, Charles; Zhang, Cha; Zhang, Zhengyou (ACM, 2013)
      We present a system for real-time, high-resolution, sparse voxelization of an image-based surface model. Our approach consists of a coarse-to-fine voxel representation and a collection of parallel processing steps. Voxels ...
    • Real-time Local Displacement using Dynamic GPU Memory Management 

      Schäfer, Henry; Keinert, Benjamin; Stamminger, Marc (ACM, 2013)
      We propose a novel method for local displacement events in large scenes, such as scratches, footsteps, or sculpting operations. Deformations are stored as displacements for vertices generated by hardware tessellation. ...
    • Screen-Space Far-Field Ambient Obscurance 

      Timonen, Ville (ACM, 2013)
      Ambient obscurance (AO) is an effective approximation of global illumination, and its screen-space (SSAO) versions that operate on depth buffers only are widely used in real-time applications. We present an SSAO method ...
    • SGRT: A Mobile GPU Architecture for Real-Time Ray Tracing 

      Lee, Won-Jong; Shin, Youngsam; Lee, Jaedon; Kim, Jin-Woo; Nah, Jae-Ho; Jung, Seokyoon; Lee, Shihwa; Park, Hyun-Sang; Han, Tack-Don (ACM, 2013)
      Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time ray tracing has attracted considerable attention. Unfortunately, ray tracing in the current mobile ...
    • Theory and Analysis of Higher-Order Motion Blur Rasterization 

      Gribel, Carl Johan; Munkberg, Jacob; Hasselgren, Jon; Akenine-Möller, Tomas (ACM, 2013)
      A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...