Los Angeles, August 7 - 9, 2015

Recent Submissions

  • Morton Integrals for High Speed Geometry Simplification 

    Legrand, Hélène; Boubekeur, Tamy (ACM Siggraph, 2015)
    Real time geometry processing has progressively reached a performance level that makes a number of signal-inspired primitives practical for on-line applications scenarios. This often comes through the joint design of ...
  • Grid-Free Out-Of-Core Voxelization to Sparse Voxel Octrees on GPU 

    Pätzold, Martin; Kolb, Andreas (ACM Siggraph, 2015)
    In this paper, we present the first grid-free, out-of-core GPU voxelization method. Our method combines efficient parallel triangle voxelization on GPU with out-of-core technologies in order to allow the processing of ...
  • Compiling High Performance Recursive Filters 

    Chaurasia, Gaurav; Ragan-Kelley, Jonathan; Paris, Sylvain; Drettakis, George; Durand, Frédo (ACM Siggraph, 2015)
    Infinite impulse response (IIR) or recursive filters, are essential for image processing because they turn expensive large-footprint convolutions into operations that have a constant cost per pixel regardless of kernel ...
  • Adaptively Layered Statistical Volumetric Obscurance 

    Hendrick, Quintjin; Scandolo, Leonardo; Eisemann, Martin; Eisemann, Elmar (ACM Siggraph, 2015)
    We accelerate volumetric obscurance, a variant of ambient occlusion, and solve undersampling artifacts, such as banding, noise or blurring, that screen-space techniques traditionally suffer from. We make use of an efficient ...
  • An Adaptive Acceleration Structure for Screen-space Ray Tracing 

    Widmer, S.; Pajak, D.; Schulz, A.; Pulli, K.; Kautz, J.; Goesele, M.; Luebke, D. (ACM Siggraph, 2015)
    We propose an efficient acceleration structure for real-time screenspace ray tracing. The hybrid data structure represents the scene geometry by combining a bounding volume hierarchy with local planar approximations. This ...
  • Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays 

    Toth, Robert; Hasselgren, Jon; Akenine-Möller, Tomas (ACM Siggraph, 2015)
    Stereo rendering for 3D displays and for virtual reality headsets provide several visual cues, including convergence angle and highlight disparity. The human visual system interprets these cues to estimate surface properties ...
  • An Incremental Rendering VM 

    Haaser, Georg; Steinlechner, Harald; Maierhofer, Stefan; Tobler, Robert F. (ACM Siggraph, 2015)
    We introduce an incremental rendering layer on top of standard graphics APIs such as OpenGL or DirectX in the form a virtual machine (VM), which efficiently maintains an optimized, compiled representation of arbitrary ...
  • Deferred Attribute Interpolation for Memory-Efficient Deferred Shading 

    Schied, Christoph; Dachsbacher, Carsten (ACM Siggraph, 2015)
    In this work we present a novel approach to deferred shading suitable for high resolution displays and high visibility sampling rates. We reduce the memory costs of deferred shading by substituting the geometry buffer with ...
  • Decoupled Coverage Anti-Aliasing 

    Wang, Yuxiang; Wyman, Chris; He, Yong; Sen, Pradeep (ACM Siggraph, 2015)
    State-of-the-art methods for geometric anti-aliasing in real-time rendering are based on Multi-Sample Anti-Aliasing (MSAA), which samples visibility more than shading to reduce the number of expensive shading calculations. ...
  • Reorder Buffer: An Energy-Efficient Multithreading Architecture for Hardware MIMD Ray Traversal 

    Lee, Won-Jong; Shin, Youngsam; Hwang, Seok Joong; Kang, Seok; Yoo, Jeong-Joon; Ryu, Soojung (ACM Siggraph, 2015)
    In this paper, we present an energy- and area-efficient multithreading architecture for Multiple Instruction, Multiple Data (MIMD) ray tracing hardware targeted at low-power devices. Recent ray tracing hardware has ...
  • Bounding Volume Hierarchy Optimization through Agglomerative Treelet Restructuring 

    Domingues, Leonardo R.; Pedrini, Helio (ACM Siggraph, 2015)
    In this paper, we present a new method for building high-quality bounding volume hierarchies (BVHs) on manycore systems. Our method is an extension of the current state-of-the-art on GPU BVH construction, Treelet Restructuring ...
  • Efficient Ray Tracing of Subdivision Surfaces using Tessellation Caching 

    Benthin, Carsten; Woop, Sven; Nießner, Matthias; Selgard, Kai; Wald, Ingo (ACM Siggraph, 2015)
    A common way to ray trace subdivision surfaces is by constructing and traversing spatial hierarchies on top of tessellated input primitives. Unfortunately, tessellating surfaces requires a substantial amount of memory ...