Now showing items 1-8 of 8

    • Brook GLES Pi: Democratising Accelerator Programming 

      Trompouki, Matina Maria; Kosmidis, Leonidas (ACM, 2018)
      Nowadays computing is heavily-based on accelerators, however, the cost of the hardware equipment prevents equal access to heterogeneous programming. In this work we present Brook GLES Pi, a port of the accelerator programming ...
    • Compressed-Leaf Bounding Volume Hierarchies 

      Benthin, Carsten; Wald, Ingo; Woop, Sven; Áfra, Attila T. (ACM, 2018)
      We propose and evaluate what we call Compressed-Leaf Bounding Volume Hierarchies (CLBVH), which strike a balance between compressed and non-compressed BVH layouts. Our CLBVH layout introduces dedicated compressed multi-leaf ...
    • CPU-Style SIMD Ray Traversal on GPUs 

      Lier, Alexander; Stamminger, Marc; Selgrad, Kai (ACM, 2018)
      In this paper we describe and evaluate an implementation of CPUstyle SIMD ray traversal on the GPU. We show how spreading moderately wide BVHs (up to a branching factor of eight) across multiple threads in a warp can improve ...
    • Moment Transparency 

      Sharpe, Brian (ACM, 2018)
      We introduce moment transparency, a new solution to real-time order-independent transparency. It expands upon existing approximate transmittance function techniques by using moments to capture and reconstruct the transmittance ...
    • Deferred Adaptive Compute Shading 

      Mallett, Ian; Yuksel, Cem (ACM, 2018)
      A primary advantage of deferred shading is eliminating wasted shading operations due to overdraw. We present a new algorithm that we call Deferred Adaptive Compute Shading, for providing further reduction in shading ...
    • Adaptive Temporal Antialiasing 

      Marrs, Adam; Spjut, Josef; Gruen, Holger; Sathe, Rahul; McGuire, Morgan (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 

      Crassin, Cyril; Wyman, Chris; McGuire, Morgan; Lefohn, Aaron (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 ...
    • Detecting Aliasing Artifacts in Image Sequences Using Deep Neural Networks 

      Patney, Anjul; Lefohn, Aaron (ACM, 2018)
      In this short paper we present a machine learning approach to detect visual artifacts in rendered image sequences. Specifically, we train a deep neural network using example aliased and antialiased image sequences exported ...