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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 ...
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 ...
Adaptive Image Space Shading for Motion and Defocus Blur
(The Eurographics Association, 2012)
We present a novel anisotropic sampling algorithm for image space shading which builds upon recent advancements in decoupled sampling for stochastic rasterization pipelines. First, we analyze the frequency content of a ...
Design and Novel Uses of Higher-Dimensional Rasterization
(The Eurographics Association, 2012)
This paper assumes the availability of a very fast higher-dimensional rasterizer in future graphics processors. Working in up to five dimensions, i.e., adding time and lens parameters, it is well-known that this can be ...
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 ...
Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
(The Eurographics Association, 2014)
We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using ...
Coarse Pixel Shading
(The Eurographics Association, 2014)
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and ...
Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing
(The Eurographics Association, 2014)
We present a novel lossy compression algorithm for G-buffers that enables deferred shading applications with high visibility sampling rates. Our streaming compression method operates in a single geometry rendering pass ...
Adaptive Transparency
(ACM, 2011)
Adaptive transparency is a new solution to order-independent transparency that closely approximates the ground-truth results obtained with A-buffer compositing but, like a Z-buffer, operates in bounded memory and exhibits ...
Temporally Dense Ray Tracing
(The Eurographics Association, 2019)
We present a technique for real-time ray tracing with the goal of reaching 240 frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human ...