Now showing items 10-20 of 20

    • Hardware-Accelerated Global Illumination by Image Space Photon Mapping 

      McGuire, Morgan; Luebke, David (The Eurographics Association, 2009)
      We describe an extension to photon mapping that recasts the most expensive steps of the algorithm - the initial and final photon bounces - as image-space operations amenable to GPU acceleration. This enables global ...
    • Image Space Gathering 

      Robison, Austin; Shirley, Peter (The Eurographics Association, 2009)
      Soft shadows, glossy reflections and depth of field are valuable effects for realistic rendering and are often computed using distribution ray tracing (DRT). These blurry effects often need not be accurate and are sometimes ...
    • Morphological Antialiasing 

      Reshetov, Alexander (The Eurographics Association, 2009)
      We present a new algorithm that creates plausibly antialiased images by looking for certain patterns in an original image and then blending colors in the neighborhood of these patterns according to a set of simple rules. ...
    • Object Partitioning Considered Harmful: Space Subdivision for BVHs 

      Popov, Stefan; Georgiev, Iliyan; Dimov, Rossen; Slusallek, Philipp (The Eurographics Association, 2009)
      A major factor for the efficiency of ray tracing is the use of good acceleration structures. Recently, bounding volume hierarchies (BVHs) have become the preferred acceleration structures, due to their competitive performance ...
    • A Parallel Algorithm for Construction of Uniform Grids 

      Kalojanov, Javor; Slusallek, Philipp (The Eurographics Association, 2009)
      We present a fast, parallel GPU algorithm for construction of uniform grids for ray tracing, which we implement in CUDA. The algorithm performance does not depend on the primitive distribution, because we reduce the problem ...
    • Parallel View-Dependent Tessellation of Catmull-Clark Subdivision Surfaces 

      Patney, Anjul; Ebeida, Mohamed S.; Owens, John D. (The Eurographics Association, 2009)
      We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivision surfaces entirely on programmable graphics hardware. Our scheme extends the concept of breadth-first subdivision, ...
    • Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems 

      Monfort, Jordi Roca; Grossman, Mark (The Eurographics Association, 2009)
      This work supposes a first attempt to characterize the 3D game workload running on commodity multi-GPU systems. Depending on the rendering workload balance mode used, the intra and interframe dependencies due to render-to-texture ...
    • Selective and Adaptive Supersampling for Real-Time Ray Tracing 

      Jin, Bongjun; Ihm, Insung; Chang, Byungjoon; Park, Chanmin; Lee, Wonjong; Jung, Seokyoon (The Eurographics Association, 2009)
      While supersampling is an essential element for high quality rendering, high sampling rates, routinely employed in offline rendering, are still considered quite burdensome for real-time ray tracing. In this paper, we propose ...
    • Spatial Splits in Bounding Volume Hierarchies 

      Stich, Martin; Friedrich, Heiko; Dietrich, Andreas (The Eurographics Association, 2009)
      Bounding volume hierarchies (BVH) have become a widely used alternative to kD-trees as the acceleration structure of choice in modern ray tracing systems. However, BVHs adapt poorly to nonuniformly tessellated scenes, which ...
    • Stream Compaction for Deferred Shading 

      Hoberock, Jared; Lu, Victor; Jia, Yuntao; Hart, John C. (The Eurographics Association, 2009)
      The GPU leverages SIMD efficiency when shading because it rasterizes a triangle at a time, running the same shader on all of its fragments. Ray tracing sacrifices this shader coherence, and the result is that SIMD units ...
    • Understanding the Efficiency of Ray Traversal on GPUs 

      Aila, Timo; Laine, Samuli (The Eurographics Association, 2009)
      We discuss the mapping of elementary ray tracing operations- acceleration structure traversal and primitive intersection-onto wide SIMD/SIMT machines. Our focus is on NVIDIA GPUs, but some of the observations should be ...