EGGH: SIGGRAPH/Eurographics Workshop on Graphics Hardware: Recent submissions
Now showing items 61-80 of 524
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Adaptive Temporal Antialiasing
(ACM, 2018)We introduce a pragmatic algorithm for real-time adaptive supersampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine ... -
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 ... -
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 ... -
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 ... -
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 ... -
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 ... -
Extended Morton Codes for High Performance Bounding Volume Hierarchy Construction
(ACM, 2017)We propose an extension to the Morton codes used for spatial sorting of scene primitives. e extended Morton codes increase the coherency of the clusters resulting from the object sorting and work be er for non-uniform ... -
STBVH: A Spatial-Temporal BVH for Efficient Multi-Segment Motion Blur
(ACM, 2017)We present the STBVH, a newapproach for rendering multi-segment motion blur using a bounding volume hierarchy (BVH) that stores both spatial linearly interpolated bounds and temporal bounds. The approach is designed for ... -
Improved Two-Level BVHs Using Partial Re-Braiding
(ACM, 2017)We propose a novel approach for improving the quality of two-level BVHs (i.e., a two-level data structure that uses a top-level BVH built over second-level object BVHs). After building an individual, high-quality BVH for ... -
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 ... -
Exploiting Budan-Fourier and Vincent's Theorems for Ray Tracing 3D Bézier Curves
(ACM, 2017)We present a new approach to finding ray-cubic Bézier curve intersections by leveraging recent achievements in polynomial studies. Compared with the state-of-the-art adaptive linearization, it increases performance by 5-50 ... -
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 ... -
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 ... -
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 ... -
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 ... -
TENTH EUROGRAPHICS WORKSHOP ON GRAPHICS HARDWARE
(Eurographics Association, 1995-08-28)Preface and Table of Contents