High-Performance Graphics 2009
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Stream Compaction for Deferred Shading
(The Eurographics Association, 2009)The GPU leverages SIMD efficiency when shading because it rasterizes a triangle at a time, running the same shader on all of its fragments. Ray tracing sacrifices this shader coherence, and the result is that SIMD units ... -
Faster Incoherent Rays: Multi-BVH Ray Stream Tracing
(The Eurographics Association, 2009)High fidelity rendering via ray tracing requires tracing incoherent rays for global illumination and other secondary effects. Recent research show that the performance benefits from fast packet traversal schemes that exploit ... -
Fast Minimum Spanning Tree for Large Graphs on the GPU
(The Eurographics Association, 2009)Graphics Processor Units are used for many general purpose processing due to high compute power available on them. Regular, data-parallel algorithms map well to the SIMD architecture of current GPU. Irregular algorithms ... -
Understanding the Efficiency of Ray Traversal on GPUs
(The Eurographics Association, 2009)We discuss the mapping of elementary ray tracing operations- acceleration structure traversal and primitive intersection-onto wide SIMD/SIMT machines. Our focus is on NVIDIA GPUs, but some of the observations should be ... -
Efficient Stream Compaction on Wide SIMD Many-Core Architectures
(The Eurographics Association, 2009)Stream compaction is a common parallel primitive used to remove unwanted elements in sparse data. This allows highly parallel algorithms to maintain performance over several processing steps and reduces overall memory ... -
Efficient Ray Traced Soft Shadows using Multi-Frusta Tracing
(The Eurographics Association, 2009)Ray tracing has long been considered to be superior to rasterization because its ability to trace arbitrary rays, allowing it to simulate virtually any physical light transport effect by just tracing rays. Yet, to look ... -
Selective and Adaptive Supersampling for Real-Time Ray Tracing
(The Eurographics Association, 2009)While supersampling is an essential element for high quality rendering, high sampling rates, routinely employed in offline rendering, are still considered quite burdensome for real-time ray tracing. In this paper, we propose ... -
Morphological Antialiasing
(The Eurographics Association, 2009)We present a new algorithm that creates plausibly antialiased images by looking for certain patterns in an original image and then blending colors in the neighborhood of these patterns according to a set of simple rules. ... -
Hardware-Accelerated Global Illumination by Image Space Photon Mapping
(The Eurographics Association, 2009)We describe an extension to photon mapping that recasts the most expensive steps of the algorithm - the initial and final photon bounces - as image-space operations amenable to GPU acceleration. This enables global ... -
Accelerating Shadow Rays Using Volumetric Occluders and Modified kd-Tree Traversal
(The Eurographics Association, 2009)Monte Carlo ray tracing remains a simple and elegant method for generating robust shadows. This approach, however, is often hampered by the time needed to evaluate the numerous shadow ray queries required to generate a ... -
Parallel View-Dependent Tessellation of Catmull-Clark Subdivision Surfaces
(The Eurographics Association, 2009)We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivision surfaces entirely on programmable graphics hardware. Our scheme extends the concept of breadth-first subdivision, ... -
Image Space Gathering
(The Eurographics Association, 2009)Soft shadows, glossy reflections and depth of field are valuable effects for realistic rendering and are often computed using distribution ray tracing (DRT). These blurry effects often need not be accurate and are sometimes ... -
Data-Parallel Rasterization of Micropolygons with Defocus and Motion Blur
(The Eurographics Association, 2009)Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. We design and analyze the costs of three alternative data-parallel algorithms for rasterizing micropolygon workloads for the ... -
Efficient Depth Peeling via Bucket Sort
(The Eurographics Association, 2009)peeling via bucket sort of fragments on GPU, which makes it possible to capture up to 32 layers simultaneously with correct depth ordering in a single geometry pass. We exploit multiple render targets (MRT) as storage and ... -
Embedded Function Composition
(The Eurographics Association, 2009)A low-level graphics processor is assembled from a collection of hardwired functions of screen coordinates embedded directly in the display. Configuration of these functions is controlled by a buffer containing parameters ... -
Scaling of 3D Game Engine Workloads on Modern Multi-GPU Systems
(The Eurographics Association, 2009)This work supposes a first attempt to characterize the 3D game workload running on commodity multi-GPU systems. Depending on the rendering workload balance mode used, the intra and interframe dependencies due to render-to-texture ... -
CFU: Multi-Purpose Configurable Filtering Unit for Mobile Multimedia Applications on Graphics Hardware
(The Eurographics Association, 2009)In order to increase the capability of mobile GPUs in image/video processing, a multi-purpose configurable filtering unit (CFU), which is a new configurable unit for image filtering on stream processing architecture, is ... -
Object Partitioning Considered Harmful: Space Subdivision for BVHs
(The Eurographics Association, 2009)A major factor for the efficiency of ray tracing is the use of good acceleration structures. Recently, bounding volume hierarchies (BVHs) have become the preferred acceleration structures, due to their competitive performance ... -
A Parallel Algorithm for Construction of Uniform Grids
(The Eurographics Association, 2009)We present a fast, parallel GPU algorithm for construction of uniform grids for ray tracing, which we implement in CUDA. The algorithm performance does not depend on the primitive distribution, because we reduce the problem ... -
Spatial Splits in Bounding Volume Hierarchies
(The Eurographics Association, 2009)Bounding volume hierarchies (BVH) have become a widely used alternative to kD-trees as the acceleration structure of choice in modern ray tracing systems. However, BVHs adapt poorly to nonuniformly tessellated scenes, which ...