Browsing High-Performance Graphics 2017 by Title
Now showing items 9-18 of 18
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A Hardware-Friendly Bilateral Solver Accelerator for Real-Time Virtual Reality Video
(ACM, 2017)Rendering 3D-360° VR video from a camera rig is computationintensive and typically performed o ine. In this paper, we target the most time-consuming step of the VR video creation process, high-quality ow estimation with ... -
Hierarchical Multi-Layer Screen-Space Ray Tracing
(ACM, 2017)In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are ... -
Improved Two-Level BVHs Using Partial Re-Braiding
(ACM, 2017)We propose a novel approach for improving the quality of two-level BVHs (i.e., a two-level data structure that uses a top-level BVH built over second-level object BVHs). After building an individual, high-quality BVH for ... -
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 ... -
Mesh Color Textures
(ACM, 2017)The fundamental limitations of texture mapping has been a long standing problem in computer graphics. The cost of defining and maintaining texture coordinates and the seams that introduce various filtering inconsistencies ... -
Non-Linearly Quantized Moment Shadow Maps
(ACM, 2017)Moment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this ... -
Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path Traced Global Illumination
(ACM, 2017)We introduce a reconstruction algorithm that generates a tempo- rally stable sequence of images from one path-per-pixel global illumination. To handle such noisy input, we use temporal accu- mulation to increase the e ... -
STBVH: A Spatial-Temporal BVH for Efficient Multi-Segment Motion Blur
(ACM, 2017)We present the STBVH, a newapproach for rendering multi-segment motion blur using a bounding volume hierarchy (BVH) that stores both spatial linearly interpolated bounds and temporal bounds. The approach is designed for ... -
Timeline Scheduling for Out-of-Core Ray Batching
(ACM, 2017)We present a timeline based scheduling method for Monte Carlo ray tracing of out-of-core models on distributed memory clusters. We abstract different setups of various compute and memory devices into a graph-based ... -
Vectorized Production Path Tracing
(ACM, 2017)This paper presents MoonRay, a high performance production rendering architecture using Monte Carlo path tracing developed at DreamWorks Animation. MoonRay is the first production path tracer, to our knowledge, designed ...