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Layered Reflective Shadow Maps for Voxel-based Indirect Illumination
(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 ...
Coarse Pixel Shading
(The Eurographics Association, 2014)
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and ...
Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing
(The Eurographics Association, 2014)
We present a novel lossy compression algorithm for G-buffers that enables deferred shading applications with high visibility sampling rates. Our streaming compression method operates in a single geometry rendering pass ...