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Relaxed Parallel Priority Queue with Filter Levels for Parallel Mesh Decimation
(The Eurographics Association, 2022)
We propose a novel implementation of a parallel priority queue in the context of multithreaded mesh decimation. Previous parallel priority queues either have a major bottleneck when extracting nodes, cannot guarantee ...
Stenciled Volumetric Ambient Occlusion
(The Eurographics Association, 2022)
Screen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts ...