since 2009 followed by High Performance Graphics, ISSN 1727-3471, HPG, since 2010: 2079-8679 (print) and 2079-8687 (online)

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  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • Hierarchical Multi-Layer Screen-Space Ray Tracing 

    Hofmann, Nikolai; Bogendörfer, Phillip; Stamminger, Marc; Selgrad, Kai (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 ...
  • Mesh Color Textures 

    Yuksel, Cem (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 ...
  • Fast Maximal Poisson-Disk Sampling by Randomized Tiling 

    Wang, Tong; Suda, Reiji (ACM, 2017)
    It is generally accepted that Poisson disk sampling provides great properties in various applications in computer graphics. We present KD-tree based randomized tiling (KDRT), an e cient method to generate maximal Poisson-disk ...
  • Non-Linearly Quantized Moment Shadow Maps 

    Peters, Christoph (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 ...
  • Effective Static Bin Patterns for Sort-Middle Rendering 

    Kerbl, Bernhard; Kenzel, Michael; Schmalstieg, Dieter; Steinberger, Markus (ACM, 2017)
    To e ectively utilize an ever increasing number of processors during parallel rendering, hardware and so ware designers rely on sophisticated load balancing strategies. While dynamic load balancing is a powerful solution, ...
  • A Hardware-Friendly Bilateral Solver Accelerator for Real-Time Virtual Reality Video 

    Mazumdar, Amrita; Alaghi, Armin; Barron, Jonathan T.; Gallup, David; Ceze, Luis; Oskin, Mark; Seitz, Steven M. (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 ...
  • Timeline Scheduling for Out-of-Core Ray Batching 

    Son, Myungbae; Yoon, Sung- Eui (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 ...
  • Dual Streaming for Hardware-Accelerated Ray Tracing 

    Shkurko, Konstantin; Grant, Tim; Kopta, Daniel; Mallett, Ian; Yuksel, Cem; Brunvand, Erik (ACM, 2017)
    Hardware acceleration for ray tracing has been a topic of great interest in computer graphics. However, even with proposed custom hardware, the inherent irregularity in the memory access pattern of ray tracing has limited ...
  • Vectorized Production Path Tracing 

    Lee, Mark; Green, Brian; Xie, Feng; Tabellion, Eric (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 ...
  • Extended Morton Codes for High Performance Bounding Volume Hierarchy Construction 

    Vinkler, Marek; Bittner, Jiří; Havran, Vlastimil (ACM, 2017)
    We propose an extension to the Morton codes used for spatial sorting of scene primitives. e extended Morton codes increase the coherency of the clusters resulting from the object sorting and work be er for non-uniform ...
  • STBVH: A Spatial-Temporal BVH for Efficient Multi-Segment Motion Blur 

    Woop, Sven; Afra, Attila T.; Benthin, Carsten (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 ...
  • Improved Two-Level BVHs Using Partial Re-Braiding 

    Benthin, Carsten; Woop, Sven; Afra, Attila T.; Wald, Ingo (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 ...

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