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Register Efficient Memory Allocator for GPUs
(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 ...
A Fast and Stable Feature-Aware Motion Blur Filter
(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., ...
Real-Time Deformation of Subdivision Surfaces from Object Collisions
(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
(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, ...
Interactive Rendering of Giga-Particle Fluid Simulations
(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 Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting
(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
(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 ...
High-Performance Delaunay Triangulation for Many-Core Computers
(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 ...
Reduced Precision for Hardware Ray Tracing in GPUs
(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 ...
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 ...