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dc.contributor.authorMarrs, Adamen_US
dc.contributor.authorWatson, Benjaminen_US
dc.contributor.authorHealey, Christopher G.en_US
dc.contributor.editorAdrien Peytavie and Carles Boschen_US
dc.date.accessioned2017-04-22T16:46:59Z
dc.date.available2017-04-22T16:46:59Z
dc.date.issued2017
dc.identifier.issn1017-4656
dc.identifier.urihttp://dx.doi.org/10.2312/egsh.20171004
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egsh20171004
dc.description.abstractExisting graphics hardware parallelizes view generation poorly, placing many multi-view effects - such as soft shadows, defocus blur, and reflections - out of reach for real-time applications. We present emerging solutions that address this problem using a high density point set tailored per frame to the current multi-view configuration, coupled with relatively simple reconstruction kernels. Points are a more flexible rendering primitive, which we leverage to render many high resolution views in parallel. Preliminary results show our approach accelerates point generation and the rendering of multi-view soft shadows up to 9x.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-Time View Independent Rasterization for Multi-View Renderingen_US
dc.description.seriesinformationEG 2017 - Short Papers
dc.description.sectionheadersLighting and Rendering
dc.identifier.doi10.2312/egsh.20171004
dc.identifier.pages17-20


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