Real-time Stochastic Rasterization on Conventional GPU Architectures
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Date
2010Author
McGuire, Morgan
Enderton, Eric
Shirley, Peter
Luebke, David
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The paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates-for the first time, with a full stochastic technique-real-time performance on conventional GPU architectures for complex scenes at 1920x1080 HD resolution. The algorithm operates on dynamic triangle meshes for which per-vertex velocity or corresponding vertices from the previous frame are available. It leverages multisample antialiasing (MSAA) and a tight space-time-aperture convex hull to efficiently evaluate visibility independently of shading. For triangles that cross z
BibTeX
@inproceedings {10.2312:EGGH:HPG10:173-182,
booktitle = {High Performance Graphics},
editor = {Michael Doggett and Samuli Laine and Warren Hunt},
title = {{Real-time Stochastic Rasterization on Conventional GPU Architectures}},
author = {McGuire, Morgan and Enderton, Eric and Shirley, Peter and Luebke, David},
year = {2010},
publisher = {The Eurographics Association},
ISSN = {2079-8687},
ISBN = {978-3-905674-26-2},
DOI = {10.2312/EGGH/HPG10/173-182}
}
booktitle = {High Performance Graphics},
editor = {Michael Doggett and Samuli Laine and Warren Hunt},
title = {{Real-time Stochastic Rasterization on Conventional GPU Architectures}},
author = {McGuire, Morgan and Enderton, Eric and Shirley, Peter and Luebke, David},
year = {2010},
publisher = {The Eurographics Association},
ISSN = {2079-8687},
ISBN = {978-3-905674-26-2},
DOI = {10.2312/EGGH/HPG10/173-182}
}