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An Efficient Denoising Algorithm for Global Illumination
(ACM, 2017)
We propose a hybrid ray-tracing/rasterization strategy for real- time rendering enabled by a fast new denoising method. We factor global illumination into direct light at rasterized primary surfaces and two indirect lighting ...
Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs
(ACM, 2017)
We present a GPU-based ray traversal algorithm that operates on compressed wide BVHs and maintains the traversal stack in a compressed format. Our method reduces the amount of memory traffic significantly, which translates ...
Timeline Scheduling for Out-of-Core Ray Batching
(ACM, 2017)
We present a timeline based scheduling method for Monte Carlo ray tracing of out-of-core models on distributed memory clusters. We abstract different setups of various compute and memory devices into a graph-based ...
Dual Streaming for Hardware-Accelerated Ray Tracing
(ACM, 2017)
Hardware acceleration for ray tracing has been a topic of great interest in computer graphics. However, even with proposed custom hardware, the inherent irregularity in the memory access pattern of ray tracing has limited ...
Non-Linearly Quantized Moment Shadow Maps
(ACM, 2017)
Moment shadow maps enable direct filtering to accomplish proper antialiasing of dynamic hard shadows. For each texel, the moment shadow map stores four powers of the depth in either 64 or 128 bits. After filtering, this ...
Mesh Color Textures
(ACM, 2017)
The fundamental limitations of texture mapping has been a long standing problem in computer graphics. The cost of defining and maintaining texture coordinates and the seams that introduce various filtering inconsistencies ...
Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path Traced Global Illumination
(ACM, 2017)
We introduce a reconstruction algorithm that generates a tempo- rally stable sequence of images from one path-per-pixel global illumination. To handle such noisy input, we use temporal accu- mulation to increase the e ...
Vectorized Production Path Tracing
(ACM, 2017)
This paper presents MoonRay, a high performance production rendering architecture using Monte Carlo path tracing developed at DreamWorks Animation. MoonRay is the first production path tracer, to our knowledge, designed ...
Interactive Stable Ray Tracing
(ACM, 2017)
Interactive ray tracing applications running on commodity hard- ware can su er from objectionable temporal artifacts due to a low sample count. We introduce stable ray tracing, a technique that improves temporal stability ...
Accelerated Single Ray Tracing for Wide Vector Units
(ACM, 2017)
Utilizing the vector units of current processors for ray tracing single rays through Bounding Volume Hierarchies has been accomplished by increasing the branching factor of the acceleration structure to match the vector ...