Search
Now showing items 1-4 of 4
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 ...
Theory and Analysis of Higher-Order Motion Blur Rasterization
(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 In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...
Per-Vertex Defocus Blur for Stochastic Rasterization
(The Eurographics Association and Blackwell Publishing Ltd., 2012)
We present user-controllable and plausible defocus blur for a stochastic rasterizer. We modify circle of confusion coefficients per vertex to express more general defocus blur, and show how the method can be applied to ...