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Hierarchical Multi-Layer Screen-Space Ray Tracing
(ACM, 2017)
In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are ...
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 ...
Effective Static Bin Patterns for Sort-Middle Rendering
(ACM, 2017)
To e ectively utilize an ever increasing number of processors during parallel rendering, hardware and so ware designers rely on sophisticated load balancing strategies. While dynamic load balancing is a powerful solution, ...
A Hardware-Friendly Bilateral Solver Accelerator for Real-Time Virtual Reality Video
(ACM, 2017)
Rendering 3D-360° VR video from a camera rig is computationintensive and typically performed o ine. In this paper, we target the most time-consuming step of the VR video creation process, high-quality ow estimation with ...
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 ...
Fast Maximal Poisson-Disk Sampling by Randomized Tiling
(ACM, 2017)
It is generally accepted that Poisson disk sampling provides great properties in various applications in computer graphics. We present KD-tree based randomized tiling (KDRT), an e cient method to generate maximal Poisson-disk ...