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Reducing Aliasing Artifacts through Resampling
(The Eurographics Association, 2012)
Post-processing antialiasing methods are well suited for deferred shading because they decouple antialiasing from the rest of graphics pipeline. In morphological methods, the final image is filtered with a data-dependent ...
Parallel Patch based Texture Synthesis
(The Eurographics Association, 2012)
Fast parallel algorithms exist for pixel-based texture synthesizers. Unfortunately, these synthesizers often fail to preserve structures from the exemplar without the user specifying additional feature information. On the ...
SAH KD-Tree Construction on GPU
(ACM, 2011)
KD-tree is one of the most efficient acceleration data structures for ray tracing. In this paper, we present a kd-tree construction algorithm that is precisely SAH-optimized and runs entirely on GPU. We construct the tree ...
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 ...
Clustered Deferred and Forward Shading
(The Eurographics Association, 2012)
This paper presents and investigates Clustered Shading for deferred and forward rendering. In Clustered Shading, view samples with similar properties (e.g. 3D-position and/or normal) are grouped into clusters. This is ...
An Efficient Denoising Algorithm for Global Illumination
(ACM, 2017)
We propose a hybrid ray-tracing/rasterization strategy for real- time rendering enabled by a fast new denoising method. We factor global illumination into direct light at rasterized primary surfaces and two indirect lighting ...
Register Efficient Memory Allocator for GPUs
(The Eurographics Association, 2014)
We compare four existing dynamic memory allocators optimized for GPUs and show their strengths and weaknesses. In the measurements we use three generic evaluation tests proposed in the literature and add one with a real ...
Real Time Volumetric Shadows using Polygonal Light Volumes
(The Eurographics Association, 2010)
This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching based algorithms. These effects include halos ...
Precision Selection for Energy-Effi cient Pixel Shaders
(ACM, 2011)
In this work, we seek to realize energy savings in modern pixel shaders by reducing the precision of their arithmetic. We explore three schemes for controlling this reduction. The first is a static analysis technique, which ...
Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time
(The Eurographics Association, 2016)
The fastest acceleration schemes for ray tracing rely on traversing a bounding volume hierarchy (BVH) for efficient culling and use backtracking, which in the worst case may expose cost proportional to the depth of the ...