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Bibliometrics
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research-article
Gradient Estimation for Real-time Adaptive Temporal Filtering
Article No.: 24, Pages 1–16https://doi.org/10.1145/3233301

With the push towards physically based rendering, stochastic sampling of shading, e.g. using path tracing, is becoming increasingly important in real-time rendering. To achieve high performance, only low sample counts are viable, which necessitates the ...

research-article
Importance Sampling of Many Lights with Adaptive Tree Splitting
Article No.: 25, Pages 1–17https://doi.org/10.1145/3233305

We present a technique to importance sample large collections of lights (including mesh lights as collections of small emitters) in the context of Monte-Carlo path tracing. A bounding volume hierarchy over all emitters is traversed at each shading point ...

research-article
View-Region Optimized Image-Based Scene Simplification
Article No.: 26, Pages 1–22https://doi.org/10.1145/3233311

We present a new algorithm for image-based simplification of complex scenes for virtual reality (VR). The algorithm transforms geometrically-detailed environments into a layered quad tile representation that is optimized for a specified viewing region ...

research-article
A Fast Method to Calculate the Volumetric Divergence Metric for Evaluating the Accuracy of the Extracted Isosurface
Article No.: 27, Pages 1–19https://doi.org/10.1145/3233312

In this paper, a new method is introduced to calculate the volumetric divergence (VD) metric, which is defined as the volume between the extracted isosurface mesh and the isosurface given by trilinear interpolation. This metric can be used to evaluate ...

research-article
On-the-fly Vertex Reuse for Massively-Parallel Software Geometry Processing
Article No.: 28, Pages 1–17https://doi.org/10.1145/3233303

Due to its flexibility, compute mode is becoming more and more attractive as a way to implement many of the algorithms part of a state-of-the-art rendering pipeline. A key problem commonly encountered in graphics applications is streaming vertex and ...

research-article
Revisiting The Vertex Cache: Understanding and Optimizing Vertex Processing on the modern GPU
Article No.: 29, Pages 1–16https://doi.org/10.1145/3233302

In this paper, we question the premise that graphics hardware uses a post-transform cache to avoid redundant vertex shader invocations. A large body of existing work on optimizing indexed triangle sets for rendering speed is based upon this widely-...

research-article
Fast Generation of Poisson-Disk Samples on Mesh Surfaces by Progressive Sample Projection
Article No.: 30, Pages 1–18https://doi.org/10.1145/3233310

Generating well-distributed Poisson-disk samples with a blue noise power spectrum on 3D meshes is required by a wide range of applications in computer graphics. We introduce a novel method called Progressive Sample Projection that can generate massive ...

research-article
High-Performance By-Example Noise using a Histogram-Preserving Blending Operator
Article No.: 31, Pages 1–25https://doi.org/10.1145/3233304

We propose a new by-example noise algorithm that takes as input a small example of a stochastic texture and synthesizes an infinite output with the same appearance. It works on any kind of random-phase inputs as well as on many non-random-phase inputs ...

research-article
Non-periodic Tiling of Procedural Noise Functions
Article No.: 32, Pages 1–15https://doi.org/10.1145/3233306

Procedural noise functions have many applications in computer graphics, ranging from texture synthesis to atmospheric effect simulation or to landscape geometry specification. Noise can either be precomputed and stored into a texture, or evaluated ...

research-article
A High-Resolution Compression Scheme for Ray Tracing Subdivision Surfaces with Displacement
Article No.: 33, Pages 1–17https://doi.org/10.1145/3233308

Subdivision surfaces, especially with displacement, are one of the key modeling primitives used in high-quality rendering environments, such as, e.g., movie production. While their use easily maps to rasterization-based frameworks, they pose a ...

research-article
Phantom Ray-Hair Intersector
Article No.: 34, Pages 1–22https://doi.org/10.1145/3233307

We present a new approach to ray tracing swept volumes along trajectories defined by cubic Bézier curves. It performs at two-thirds of the speed of ray-triangle intersection, allowing essentially even treatment of such primitives in ray tracing ...

research-article
PLOCTree: A Fast, High-Quality Hardware BVH Builder
Article No.: 35, Pages 1–19https://doi.org/10.1145/3233309

In the near future, GPUs are expected to have hardware support for real-time ray tracing in order to, e.g., help render complex lighting effects in video games and enable photorealistic augmented reality. One challenge in real-time ray tracing is ...

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