High-Performance Graphics 2013
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Efficient Divide-And-Conquer Ray Tracing using Ray Sampling
(ACM, 2013)Divide-and-conquer ray tracing (DACRT) methods solve intersection problems between large numbers of rays and primitives by recursively subdividing the problem size until it can be easily solved. Previous DACRT methods ... -
An Energy and Bandwidth Efficient Ray Tracing Architecture
(ACM, 2013)We propose two hardware mechanisms to decrease energy consumption on massively parallel graphics processors for ray tracing while keeping performance high. First, we use a streaming data model and configure part of the L2 ... -
Fast Parallel Construction of High-Quality Bounding Volume Hierarchies
(ACM, 2013)We propose a new massively parallel algorithm for constructing high-quality bounding volume hierarchies (BVHs) for ray tracing. The algorithm is based on modifying an existing BVH to improve its quality, and executes in ... -
SGRT: A Mobile GPU Architecture for Real-Time Ray Tracing
(ACM, 2013)Recently, with the increasing demand for photorealistic graphics and the rapid advances in desktop CPUs/GPUs, real-time ray tracing has attracted considerable attention. Unfortunately, ray tracing in the current mobile ... -
On Quality Metrics of Bounding Volume Hierarchies
(ACM, 2013)The surface area heuristic (SAH) is widely used as a predictor for ray tracing performance, and as a heuristic to guide the construction of spatial acceleration structures. We investigate how well SAH actually predicts ray ... -
Megakernels Considered Harmful: Wavefront Path Tracing on GPUs
(ACM, 2013)When programming for GPUs, simply porting a large CPU program into an equally large GPU kernel is generally not a good approach. Due to SIMT execution model on GPUs, divergence in control flow carries substantial performance ... -
Efficient BVH Construction via Approximate Agglomerative Clustering
(ACM, 2013)We introduce Approximate Agglomerative Clustering (AAC), an efficient, easily parallelizable algorithm for generating high-quality bounding volume hierarchies using agglomerative clustering. The main idea of AAC is to ... -
Imperfect Voxelized Shadow Volumes
(ACM, 2013)Voxelized shadow volumes [Wyman 2011] provide a discretized view-dependent representation of shadow volumes, but are limited to point or directional lights. We extend them to allow dynamic volumetric visibility from area ... -
Lazy Incremental Computation for Efficient Scene Graph Rendering
(ACM, 2013)In order to provide a highly performant rendering system while maintaining a scene graph structure with a high level of abstraction, we introduce improved rendering caches, that can be updated incrementally without any ... -
Real-time Local Displacement using Dynamic GPU Memory Management
(ACM, 2013)We propose a novel method for local displacement events in large scenes, such as scratches, footsteps, or sculpting operations. Deformations are stored as displacements for vertices generated by hardware tessellation. ... -
Real-Time High-Resolution Sparse Voxelization with Application to Image-Based Modeling
(ACM, 2013)We present a system for real-time, high-resolution, sparse voxelization of an image-based surface model. Our approach consists of a coarse-to-fine voxel representation and a collection of parallel processing steps. Voxels ... -
Screen-Space Far-Field Ambient Obscurance
(ACM, 2013)Ambient obscurance (AO) is an effective approximation of global illumination, and its screen-space (SSAO) versions that operate on depth buffers only are widely used in real-time applications. We present an SSAO method ... -
Out-of-Core Construction of Sparse Voxel Octrees
(ACM, 2013)Voxel-based rendering has recently received significant attention due to its potential in the context of efficiently rendering massively large and highly detailed scenes. Unfortunately, few or no scenes are available in ... -
Preface and Table of Contents
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PixelPie: Maximal Poisson-disk Sampling with Rasterization
(ACM, 2013)We present PixelPie, a highly parallel geometric formulation of the Poisson-disk sampling problem on the graphics pipeline. Traditionally, generating a distribution by throwing darts and removing conflicts has been viewed ... -
Theory and Analysis of Higher-Order Motion Blur Rasterization
(ACM, 2013)A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other ...