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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 ...
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 ...
Lossless Compression of Already Compressed Textures
(ACM, 2011)
Texture compression helps rendering by reducing the footprint in graphics memory, thus allowing for more textures, and by lowering the number of memory accesses between the graphics processor and memory, increasing performance ...
Farthest-Point Optimized Point Sets with Maximized Minimum Distance
(ACM, 2011)
Efficient sampling often relies on irregular point sets that uniformly cover the sample space. We present a flexible and simple optimization strategy for such point sets. It is based on the idea of increasing the mutual ...
Rapid Simplifi cation of Multi-Attribute Meshes
(ACM, 2011)
We present a rapid simplification algorithm for meshes with multiple vertex attributes, targeted at rendering acceleration for realtime applications. Such meshes potentially feature normals, tangents, one or more texture ...
VoxelPipe: A Programmable Pipeline for 3D Voxelization
(ACM, 2011)
We present a highly exible and e cient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thinvoxelizations, multiple boolean, oating ...
Simpler and Faster HLBVH with Work Queues
(ACM, 2011)
A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed forray tracing in real-time, even in the presence of ...
Preface and Table of Contents
(ACM, 2011)
High-Performance Software Rasterization on GPUs
(ACM, 2011)
In this paper, we implement an efficient, completely software-based graphics pipeline on a GPU. Unlike previous approaches, we obey ordering constraints imposed by current graphics APIs, guarantee hole-free rasterization, ...
Real-Time Diffuse Global Illumination Using Radiance Hints
(ACM, 2011)
GPU-based interactive global illumination techniques are receiving an increasing interest from both the research and the industrial community as real-time graphics applications strive for vi-sually rich and realistic dynamic ...