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dc.contributor.authorMcGuire, Morganen_US
dc.contributor.authorEnderton, Ericen_US
dc.contributor.authorShirley, Peteren_US
dc.contributor.authorLuebke, Daviden_US
dc.contributor.editorMichael Doggett and Samuli Laine and Warren Hunten_US
dc.date.accessioned2013-10-28T10:21:35Z
dc.date.available2013-10-28T10:21:35Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905674-26-2en_US
dc.identifier.issn2079-8687en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/HPG10/173-182en_US
dc.description.abstractThe 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 zen_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-time Stochastic Rasterization on Conventional GPU Architecturesen_US
dc.description.seriesinformationHigh Performance Graphicsen_US


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