dc.contributor.author | McGuire, Morgan | en_US |
dc.contributor.author | Enderton, Eric | en_US |
dc.contributor.author | Shirley, Peter | en_US |
dc.contributor.author | Luebke, David | en_US |
dc.contributor.editor | Michael Doggett and Samuli Laine and Warren Hunt | en_US |
dc.date.accessioned | 2013-10-28T10:21:35Z | |
dc.date.available | 2013-10-28T10:21:35Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.isbn | 978-3-905674-26-2 | en_US |
dc.identifier.issn | 2079-8687 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/HPG10/173-182 | en_US |
dc.description.abstract | 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 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Real-time Stochastic Rasterization on Conventional GPU Architectures | en_US |
dc.description.seriesinformation | High Performance Graphics | en_US |