EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware: Recent submissions
Now showing items 121-140 of 524
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Hierarchical Stochastic Motion Blur Rasterization
(ACM, 2011)We present a hierarchical traversal algorithm for stochastic rasterization of motion blur, which efficiently reduces the number of inside tests needed to resolve spatio-temporal visibility. Our method is based on novel ... -
Depth Buffer Compression for Stochastic Motion Blur Rasterization
(ACM, 2011)Previous depth buffer compression schemes are tuned for compressing depths values generated when rasterizing static triangles. They provide generous bandwidth usage savings, and are of great importance to graphics processors. ... -
Adaptive Transparency
(ACM, 2011)Adaptive transparency is a new solution to order-independent transparency that closely approximates the ground-truth results obtained with A-buffer compositing but, like a Z-buffer, operates in bounded memory and exhibits ... -
An Inexpensive Bounding Representation for Offsets of Quadratic Curves
(ACM, 2011)We describe a simple mechanism for bounding the portion of the plane lying between a quadratic Beizer curve segment and its offset curve at distance d. Instead of comprising one or more partial bounding polygons, our ... -
SAH KD-Tree Construction on GPU
(ACM, 2011)KD-tree is one of the most efficient acceleration data structures for ray tracing. In this paper, we present a kd-tree construction algorithm that is precisely SAH-optimized and runs entirely on GPU. We construct the tree ... -
Simpler and Faster HLBVH with Work Queues
(ACM, 2011)A recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed forray tracing in real-time, even in the presence of ... -
High-Performance Software Rasterization on GPUs
(ACM, 2011)In this paper, we implement an efficient, completely software-based graphics pipeline on a GPU. Unlike previous approaches, we obey ordering constraints imposed by current graphics APIs, guarantee hole-free rasterization, ... -
Active Thread Compaction for GPU Path Tracing
(ACM, 2011)Modern GPUs like NVidia s Fermi internally operate in a SIMD manner by ganging multiple (32) scalar threads together into SIMD warps; if a warp s threads diverge, the warp serially executes both branches, temporarily ... -
Improving SIMD Efficiency for Parallel Monte Carlo Light Transport on the GPU
(ACM, 2011)Monte Carlo Light Transport algorithms such as Path Tracing (PT), Bi-Directional Path Tracing (BDPT) and Metropolis Light Transport (MLT) make use of random walks to sample light transport paths. When parallelizing these ... -
Voxelized Shadow Volumes
(ACM, 2011)Efficient shadowing algorithms have been sought for decades, but most shadow research focuses on quickly identifying shadows on surfaces. This paper introduces a novel algorithm to efficiently sample light visibility at ... -
MSBVH: An Efficient Acceleration Data Structure for Ray Traced Motion Blur
(ACM, 2011)When a bounding volume hierarchy is used for accelerating the intersection of rays and scene geometry, one common way to incorporate motion blur is to interpolate node bounding volumes according to the time of the ray. ... -
Randomized Selection on the GPU
(ACM, 2011)We implement here a fast and memory-sparing probabilistic top k selection algorithm on the GPU. The algorithm proceeds via an iterative probabilistic guess-and-check process on pivots for a three-way partition. When the ... -
Preface and Table of Contents
(ACM, 2011) -
Real-Time Diffuse Global Illumination Using Radiance Hints
(ACM, 2011)GPU-based interactive global illumination techniques are receiving an increasing interest from both the research and the industrial community as real-time graphics applications strive for vi-sually rich and realistic dynamic ... -
SSLPV: Subsurface Light Propagation Volumes
(ACM, 2011)This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh opology and lighting. SSLPV extends the Light ... -
The Alchemy Screen-Space Ambient Obscurance Algorithm
(ACM, 2011)Ambient obscurance (AO) produces perceptually important illumination effects such as darkened corners, cracks, and wrinkles; proximity darkening; and contact shadows. We present the AO algorithm from the Alchemy engine ... -
Morton Integrals for High Speed Geometry Simplification
(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
(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
(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
(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 ...