Now showing items 141-160 of 524

    • 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 ...
    • High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting 

      Yusov, Egor (The Eurographics Association, 2014)
      We present a new method for rendering realistic cumulus clouds in real time. The clouds in our approach consist of randomly rotated and scaled copies of a single reference particle. During the pre-processing, we pre-compute ...
    • Layered Reflective Shadow Maps for Voxel-based Indirect Illumination 

      Sugihara, Masamichi; Rauwendaal, Randall; Salvi, Marco (The Eurographics Association, 2014)
      We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using ...
    • Interactive Rendering of Giga-Particle Fluid Simulations 

      Reichl, Florian; Chajdas, Matthäus G.; Schneider, Jens; Westermann, Rüdiger (The Eurographics Association, 2014)
      We describe the design of an interactive rendering system for particle-based fluid simulations comprising hundreds of millions of particles per time step. We present a novel binary voxel representation for particle positions ...
    • High-Performance Delaunay Triangulation for Many-Core Computers 

      Fuetterling, Valentin; Lojewski, Carsten; Pfreundt, Franz-Josef (The Eurographics Association, 2014)
      We present an efficient implementation of a Dwyer-style Delaunay triangulation algorithm that runs in O(N) expected time. An implicit quad-tree is constructed directly from the floating point bit patterns of the input ...
    • Real-Time Deformation of Subdivision Surfaces from Object Collisions 

      Schäfer, Henry; Keinert, Benjamin; Nießner, Matthias; Buchenau, Christoph; Guthe, Michael; Stamminger, Marc (The Eurographics Association, 2014)
      We present a novel real-time approach for fine-scale surface deformations resulting from collisions. Deformations are represented by a high-resolution displacement function. When two objects collide, these offsets are ...
    • Out-of-Core Proximity Computation for Particle-based Fluid Simulations 

      Kim, Duksu; Son, Myung-Bae; Kim, Young J.; Hong, Jeong-Mo; Yoon, Sung-eui (The Eurographics Association, 2014)
      To meet the demand of higher realism, a high number of particles are used for particle-based fluid simulations, resulting in various out-of-core issues. In this paper, we present an out-of-core proximity computation, ...
    • Fast ANN for High-Quality Collaborative Filtering 

      Tsai, Yun-Ta; Steinberger, Markus; Pajak, Dawid; Pulli, Kari (The Eurographics Association, 2014)
      Collaborative filtering collects similar patches, jointly filters them, and scatters the output back to input patches; each pixel gets a contribution from each patch that overlaps with it, allowing signal reconstruction ...
    • SegTC: Fast Texture Compression using Image Segmentation 

      Krajcevski, Pavel; Manocha, Dinesh (The Eurographics Association, 2014)
      Fast, high quality texture compression is becoming increasingly important for interactive applications and mobile GPUs. Modern high-quality compression formats define sets of pre-existing block partitions that allow disjoint ...
    • A Fast and Stable Feature-Aware Motion Blur Filter 

      Guertin, Jean-Philippe; McGuire, Morgan; Nowrouzezahrai, Derek (The Eurographics Association, 2014)
      High-quality motion blur is an increasingly important effect in interactive graphics however, even in the context of offline rendering, it is often approximated as a post process. Recent motion blur post-processes (e.g., ...
    • Exploiting Local Orientation Similarity for Efficient Ray Traversal of Hair and Fur 

      Woop, Sven; Benthin, Carsten; Wald, Ingo; Johnson, Gregory S.; Tabellion, Eric (The Eurographics Association, 2014)
      Hair and fur typically consist of a large number of thin, curved, and densely packed strands which are difficult to ray trace efficiently. A tight fitting spatial data structure, such as a bounding volume hierarchy (BVH), ...
    • Reduced Precision for Hardware Ray Tracing in GPUs 

      Keely, Sean (The Eurographics Association, 2014)
      We propose a high performance, GPU integrated, hardware ray tracing system. We present and make use of a new analysis of ray traversal in axis aligned bounding volume hierarchies. This analysis enables compact traversal ...
    • Register Efficient Memory Allocator for GPUs 

      Vinkler, Marek; Vlastimil, Havran (The Eurographics Association, 2014)
      We compare four existing dynamic memory allocators optimized for GPUs and show their strengths and weaknesses. In the measurements we use three generic evaluation tests proposed in the literature and add one with a real ...