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Multi-Layer Alpha Tracing
(The Eurographics Association, 2020)
Rendering many transparent surfaces in real-time is still an open problem. We introduce two techniques for fast transparency rendering with ray tracing hardware, one being exact and the other being approximate but of high ...
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 ...