Recent Submissions

  • Representing Appearance and Pre-filtering Subpixel Data in Sparse Voxel Octrees 

    Heitz, Eric; Neyret, Fabrice (The Eurographics Association, 2012)
    Sparse Voxel Octrees (SVOs) represent efficiently complex geometry on current GPUs. Despite the fact that LoDs come naturally with octrees, interpolating and filtering SVOs are still issues in current approaches. In this ...
  • Parallel Patch based Texture Synthesis 

    Lasram, Anass; Lefebvre, Sylvain (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 ...
  • Scalable Ambient Obscurance 

    McGuire, Morgan; Mara, Michael; Luebke, David (The Eurographics Association, 2012)
    This paper presents a set of architecture-aware performance and integration improvements for a recent screenspace ambient obscurance algorithm. These improvements collectively produce a 7x performance increase at 2560 ...
  • Adaptive Scalable Texture Compression 

    Nystad, Jorn; Lassen, Anders; Pomianowski, Andy; Ellis, Sean; Olson, Tom (The Eurographics Association, 2012)
    We describe a fixed-rate, lossy texture compression system that is designed to offer an unusual degree of flexibility and to support a very wide range of use cases, while providing better image quality than most formats ...
  • Clustered Deferred and Forward Shading 

    Olsson, Ola; Billeter, Markus; Assarsson, Ulf (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 ...
  • Reducing Aliasing Artifacts through Resampling 

    Reshetov, Alexander (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 ...
  • Power Efficiency for Software Algorithms Running on Graphics Processors 

    Johnsson, Björn; Ganestam, Per; Doggett, Michael; Akenine-Möller, Tomas (The Eurographics Association, 2012)
    Power efficiency has become the most important consideration for many modern computing devices. In this paper, we examine power efficiency of a range of graphics algorithms on different GPUs. To measure power consumption, ...
  • Algorithm and VLSI Architecture for Real-Time 1080p60 Video Retargeting 

    Greisen, Pierre; Lang, Manuel; Heinzle, Simon; Smolic, Aljosa (The Eurographics Association, 2012)
    Aspect ratio retargeting for streaming video has actively been researched in the past years. While the mobile market with its huge diversity of screen formats is one of the most promising application areas, no existing ...
  • SRDH: Specializing BVH Construction and Traversal Order Using Representative Shadow Ray Sets 

    Feltman, Nicolas; Lee, Minjae; Fatahalian, Kayvon (The Eurographics Association, 2012)
    We derive the Shadow Ray Distribution Heuristic (SRDH), an accurate cost estimator for shadow ray traversal through a bounding volume hierarchy (BVH). The SRDH leverages up-front knowledge of the distribution and intersection ...
  • kANN on the GPU with Shifted Sorting 

    Li, Shengren; Simons, Lance; Pakaravoor, Jagadeesh Bhaskar; Abbasinejad, Fatemeh; Owens, John D.; Amenta, Nina (The Eurographics Association, 2012)
    We describe the implementation of a simple method for finding k approximate nearest neighbors (ANNs) on the GPU. While the performance of most ANN algorithms depends heavily on the distributions of the data and query points, ...
  • Maximizing Parallelism in the Construction of BVHs, Octrees, and k-d Trees 

    Karras, Tero (The Eurographics Association, 2012)
    A number of methods for constructing bounding volume hierarchies and point-based octrees on the GPU are based on the idea of ordering primitives along a space-filling curve. A major shortcoming with these methods is that ...
  • High-Quality Parallel Depth-of-Field Using Line Samples 

    Tzeng, Stanley; Patney, Anjul; Davidson, Andrew; Ebeida, Mohamed S.; Mitchell, Scott A.; Owens, John D. (The Eurographics Association, 2012)
    We present a parallel method for rendering high-quality depth-of-field effects using continuous-domain line samples, and demonstrate its high performance on commodity GPUs. Our method runs at interactive rates and has very ...
  • Adaptive Image Space Shading for Motion and Defocus Blur 

    Vaidyanathan, Karthik; Toth, Robert; Salvi, Marco; Boulos, Solomon; Lefohn, Aaron (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 

    Nilsson, Jim; Clarberg, Petrik; Johnsson, Björn; Munkberg, Jacob; Hasselgren, Jon; Toth, Robert; Salvi, Marco; Akenine-Möller, Tomas (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 ...