Now showing items 4-18 of 18

    • Deep G-Buffers for Stable Global Illumination Approximation 

      Mara, Michael; McGuire, Morgan; Nowrouzezahrai, Derek; Luebke, David (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 ...
    • DIRT: Deferred Image-based Ray Tracing 

      Vardis, Konstantinos; Vasilakis, Andreas-Alexandros; Papaioannou, Georgios (The Eurographics Association, 2016)
      We introduce a novel approach to image-space ray tracing ideally suited for the photorealistic synthesis of fully dynamic environments at interactive frame rates. Our method, designed entirely on the rasterization pipeline, ...
    • Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time 

      Binder, Nikolaus; Keller, Alexander (The Eurographics Association, 2016)
      The fastest acceleration schemes for ray tracing rely on traversing a bounding volume hierarchy (BVH) for efficient culling and use backtracking, which in the worst case may expose cost proportional to the depth of the ...
    • Exploring and Expanding the Continuum of OIT Algorithms 

      Wyman, Chris (The Eurographics Association, 2016)
      Order independent transparency (OIT) proves challenging for modern rasterization-based renderers. Rendering without transparency can limit the quality of visual effects, so researchers have proposed various algorithms ...
    • A Fast, Massively Parallel Solver for Large, Irregular Pairwise Markov Random Fields 

      Thuerck, Daniel; Waechter, Michael; Widmer, Sven; Buelow, Max von; Seemann, Patrick; Pfetsch, Marc E.; Goesele, Michael (The Eurographics Association, 2016)
      Given the increasing availability of high-resolution input data, today's computer vision problems tend to grow beyond what has been considered tractable in the past. This is especially true for Markov Random Fields (MRFs), ...
    • Filtering Distributions of Normals for Shading Antialiasing 

      Kaplanyan, Anton S.; Hill, Stephen; Patney, Anjul; Lefohn, Aaron (The Eurographics Association, 2016)
      High-frequency illumination effects, such as highly glossy highlights on curved surfaces, are challenging to render in a stable manner. Such features can be much smaller than the area of a pixel and carry a high amount of ...
    • GVDB: Raytracing Sparse Voxel Database Structures on the GPU 

      Hoetzlein, Rama Karl (The Eurographics Association, 2016)
      Simulation and rendering of sparse volumetric data have different constraints and solutions depending on the application area. Generating precise simulations and understanding very large data are problems in scientific ...
    • HPG 2016: Frontmatter 

      Ulf Assarsson; Warren Hunt (Eurographics Association, 2016)
    • Infinite Resolution Textures 

      Reshetov, Alexander; Luebke, David (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 ...
    • Lightcut Interpolation 

      Rehfeld, Hauke; Dachsbacher, Carsten (The Eurographics Association, 2016)
      Many-light rendering methods replace multi-bounce light transport with direct lighting from many virtual point light sources to allow for simple and efficient computation of global illumination. Lightcuts build a hierarchy ...
    • Local Shading Coherence Extraction for SIMD-Efficient Path Tracing on CPUs 

      Áfra, Attila T.; Benthin, Carsten; Wald, Ingo; Munkberg, Jacob (The Eurographics Association, 2016)
      Accelerating ray traversal on data-parallel hardware architectures has received widespread attention over the last few years, but much less research has focused on efficient shading for ray tracing. This is unfortunate ...
    • Masked Software Occlusion Culling 

      Hasselgren, Jon; Andersson, Magnus; Akenine-Möller, Tomas (The Eurographics Association, 2016)
      Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling ...
    • Photon Splatting Using a View-Sample Cluster Hierarchy 

      Moreau, Pierre; Sintorn, Erik; Kämpe, Viktor; Assarsson, Ulf; Doggett, Michael (The Eurographics Association, 2016)
      Splatting photons onto primary view samples, rather than gathering from a photon acceleration structure, can be a more efficient approach to evaluating the photon-density estimate in interactive applications, where the ...
    • SVGPU: Real Time 3D Rendering to Vector Graphics Formats 

      Ellis, Apollo I.; Hunt, Warren; Hart, John C. (The Eurographics Association, 2016)
      We focus on the real-time realistic rendering of a 3-D scene to a 2-D vector image. There are several application domains which could benefit substantially from the compact and resolution independent intermediate format ...
    • Watertight Ray Traversal with Reduced Precision 

      Vaidyanathan, Karthik; Akenine-Möller, Tomas; Salvi, Marco (The Eurographics Association, 2016)
      Reduced precision bounding volume hierarchies and ray traversal can significantly improve the efficiency of ray tracing through low-cost dedicated hardware. A key approach to enabling reduced precision computations during ...