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dc.contributor.authorWyman, Chrisen_US
dc.contributor.authorPanteleev, Alexeyen_US
dc.contributor.editorBinder, Nikolaus and Ritschel, Tobiasen_US
dc.date.accessioned2021-07-05T07:47:43Z
dc.date.available2021-07-05T07:47:43Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-156-4
dc.identifier.issn2079-8687
dc.identifier.urihttps://doi.org/10.2312/hpg.20211281
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20211281
dc.description.abstractRecent work by Bitterli et al. [BWP*20] introduced a real-time, many-light algorithm for rendering dynamic direct illumination from millions of lights by iteratively applying resampled importance sampling using weighted reservoir sampling. While enabling new levels of lighting complexity in real-time, the total cost remained beyond the budgets of even the most computationally demanding games. We introduce key algorithmic improvements developed while productizing this method that collectively reduce lighting costs by up to 7x, dramatically improve memory coherence, shrink the required ray budget, increase rendering quality, and expose parameters that enable trading quality for performance.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectRendering
dc.subjectRay tracing
dc.titleRearchitecting Spatiotemporal Resampling for Productionen_US
dc.description.seriesinformationHigh-Performance Graphics - Symposium Papers
dc.description.sectionheadersRendering
dc.identifier.doi10.2312/hpg.20211281
dc.identifier.pages23-41


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