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dc.contributor.authorWalter, Bruceen_US
dc.contributor.authorDrettakis, Georgeen_US
dc.contributor.authorGreenberg, Donald P.en_US
dc.contributor.editorP. Debevec and S. Gibsonen_US
dc.date.accessioned2014-01-27T14:06:07Z
dc.date.available2014-01-27T14:06:07Z
dc.date.issued2002en_US
dc.identifier.isbn1-58113-534-3en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR02/037-042en_US
dc.description.abstractInteractive rendering often requires the use of simplified shading algorithms with reduced illumination fidelity. Higher quality rendering algorithms are usually too slow for interactive use. The render cache is a technique to bridge this performance gap and allow ray-based renderers to be used in interactive contexts by providing automatic sample interpolation, frame-to-frame sample reuse, and prioritized sampling. In this paper we present several extensions to the original render cache including predictive sampling, reorganized computation for better memory coherence, an additional interpolation filter to handle sparser data, and SIMD acceleration. These optimizations allow the render cache to scale to larger resolutions, reduce its visual artifacts, and provide better handling of low sample rates. We also provide a downloadable binary to allow researchers to evaluate and use the render cache.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleEnhancing and Optimizing the Render Cacheen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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