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Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time
(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 ...
A Fast, Massively Parallel Solver for Large, Irregular Pairwise Markov Random Fields
(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), ...
HPG 2016: Frontmatter
(Eurographics Association, 2016)
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 ...
SVGPU: Real Time 3D Rendering to Vector Graphics Formats
(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 ...
Exploring and Expanding the Continuum of OIT Algorithms
(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 ...
Photon Splatting Using a View-Sample Cluster Hierarchy
(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 ...
Masked Software Occlusion Culling
(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 ...
Watertight Ray Traversal with Reduced Precision
(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 ...
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 ...