Now showing items 41-60 of 524

    • Neural Denoising for Path Tracing of Medical Volumetric Data 

      Hofmann, Nikolai; Martschinke, Jana; Engel, Klaus; Stamminger, Marc (ACM, 2020)
      In this paper, we transfer machine learning techniques previously applied to denoising surface-only Monte Carlo renderings to path-traced visualizations of medical volumetric data. In the domain of medical imaging, path-traced ...
    • Efficient Adaptive Deferred Shading with Hardware Scatter Tiles 

      Mallett, Ian; Yuksel, Cem; Seiler, Larry (ACM, 2020)
      Adaptive shading is an effective mechanism for reducing the number of shaded pixels to a subset of the image resolution with minimal impact on final rendering quality. We present a new scheduling method based on on-chip ...
    • Generalized Light Portals 

      Ogaki, Shinji (ACM, 2020)
      Light portals are useful for accelerating the convergence of Monte Carlo path tracing when rendering interiors. However, they are generally limited to flat polygonal shapes. In this paper, we introduce a new concept that ...
    • Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defects 

      Dietrich, Andreas; Wurster, Jan; Kam, Eric; Gierlinger, Thomas (The Eurographics Association, 2019)
      Although interactive ray tracing has been around since the late 1990s, real-time frame rates had so far only been feasible for low and mid-size screen resolutions. Recent developments in GPU hardware, that specifically ...
    • A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes 

      Usta, Baran; Scandolo, Leonardo; Billeter, Markus; Marroquim, Ricardo; Eisemann, Elmar (The Eurographics Association, 2019)
      Shadow volumes are a popular technique to compute pixel-accurate hard shadows in 3D scenes. Many variants exist that trade off accuracy and efficiency. In this work, we present an artifact-free, efficient, and easy-to-implement ...
    • Patch Textures: Hardware Implementation of Mesh Colors 

      Mallett, Ian; Seiler, Larry; Yuksel, Cem (The Eurographics Association, 2019)
      Mesh colors provide an effective alternative to standard texture mapping. They significantly simplify the asset production pipeline by removing the need for defining a mapping and eliminate rendering artifacts due to seams. ...
    • Temporally Dense Ray Tracing 

      Andersson, Pontus; Nilsson, Jim; Salvi, Marco; Spjut, Josef; Akenine-Möller, Tomas (The Eurographics Association, 2019)
      We present a technique for real-time ray tracing with the goal of reaching 240 frames per second or more. The core idea is to trade spatial resolution for faster temporal updates in such a way that the display and human ...
    • Stochastic Lightcuts 

      Yuksel, Cem (The Eurographics Association, 2019)
      We introduce stochastic lightcuts by combining the lighting approximation of lightcuts with stochastic sampling for efficiently rendering scenes with a large number of light sources. Our stochastic lightcuts method entirely ...
    • Dynamic Many-Light Sampling for Real-Time Ray Tracing 

      Moreau, Pierre; Pharr, Matt; Clarberg, Petrik (The Eurographics Association, 2019)
      Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources-lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow ...
    • RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location 

      Wald, Ingo; Usher, Will; Morrical, Nathan; Lediaev, Laura; Pascucci, Valerio (The Eurographics Association, 2019)
      We explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral ...
    • Wide BVH Traversal with a Short Stack 

      Vaidyanathan, Karthik; Woop, Sven; Benthin, Carsten (The Eurographics Association, 2019)
      Compressed wide bounding volume hierarchies can significantly improve the performance of incoherent ray traversal, through a smaller working set of inner nodes and therefore a higher cache hit rate. While inner nodes in ...
    • Mach-RT: A Many Chip Architecture for Ray Tracing 

      Vasiou, Elena; Shkurko, Konstantin; Brunvand, Erik; Yuksel, Cem (The Eurographics Association, 2019)
      We propose an unconventional solution to high-performance ray tracing that combines a ray ordering scheme that minimizes access to the scene data with a large on-chip buffer acting as near-compute storage that is spread ...
    • High-Performance Graphics 2019 – Short Papers: Frontmatter 

      Steinberger, Markus; Foley, Tim (Eurographics Association, 2019)
    • Moment Transparency 

      Sharpe, Brian (ACM, 2018)
      We introduce moment transparency, a new solution to real-time order-independent transparency. It expands upon existing approximate transmittance function techniques by using moments to capture and reconstruct the transmittance ...
    • CPU-Style SIMD Ray Traversal on GPUs 

      Lier, Alexander; Stamminger, Marc; Selgrad, Kai (ACM, 2018)
      In this paper we describe and evaluate an implementation of CPUstyle SIMD ray traversal on the GPU. We show how spreading moderately wide BVHs (up to a branching factor of eight) across multiple threads in a warp can improve ...
    • Compressed-Leaf Bounding Volume Hierarchies 

      Benthin, Carsten; Wald, Ingo; Woop, Sven; Áfra, Attila T. (ACM, 2018)
      We propose and evaluate what we call Compressed-Leaf Bounding Volume Hierarchies (CLBVH), which strike a balance between compressed and non-compressed BVH layouts. Our CLBVH layout introduces dedicated compressed multi-leaf ...
    • Brook GLES Pi: Democratising Accelerator Programming 

      Trompouki, Matina Maria; Kosmidis, Leonidas (ACM, 2018)
      Nowadays computing is heavily-based on accelerators, however, the cost of the hardware equipment prevents equal access to heterogeneous programming. In this work we present Brook GLES Pi, a port of the accelerator programming ...
    • Detecting Aliasing Artifacts in Image Sequences Using Deep Neural Networks 

      Patney, Anjul; Lefohn, Aaron (ACM, 2018)
      In this short paper we present a machine learning approach to detect visual artifacts in rendered image sequences. Specifically, we train a deep neural network using example aliased and antialiased image sequences exported ...
    • Deferred Adaptive Compute Shading 

      Mallett, Ian; Yuksel, Cem (ACM, 2018)
      A primary advantage of deferred shading is eliminating wasted shading operations due to overdraw. We present a new algorithm that we call Deferred Adaptive Compute Shading, for providing further reduction in shading ...
    • Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering 

      Crassin, Cyril; Wyman, Chris; McGuire, Morgan; Lefohn, Aaron (ACM, 2018)
      Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8×, analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering ...