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H-PLOC: Hierarchical Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction
Article No.: 30, Pages 1–14https://doi.org/10.1145/3675377

We propose a novel GPU-oriented approach for constructing binary bounding volume hierarchies (BVHs) based on the parallel locally-ordered clustering (PLOC/PLOC++) algorithm. Compared to competing high-performance GPU BVH build algorithms (PLOC++ or ...

research-article
Free
Concurrent Binary Trees for Large-Scale Game Components
Article No.: 31, Pages 1–18https://doi.org/10.1145/3675371

A concurrent binary tree (CBT) is a GPU-friendly data-structure suitable for the generation of bisection based terrain tessellations, i.e., adaptive triangulations over square domains. In this paper, we expand the benefits of this data-structure in two ...

research-article
Open Access
SAH-Optimized k-DOP Hierarchies for Ray Tracing
Article No.: 32, Pages 1–16https://doi.org/10.1145/3675391

We revisit the idea of using hierarchies of k-sided discrete orientation polytopes (k-DOPs) for ray tracing. We propose a method for building a k-DOP-based bounding volume hierarchy while optimizing its topology using the surface area heuristic. The key ...

research-article
Open Access
Optimizing Path Termination for Radiance Caching Through Explicit Variance Trading
Article No.: 33, Pages 1–19https://doi.org/10.1145/3675381

Radiance caching allows to amortize the cost of path tracing by sharing contributions of path suffices in a spatial data structure. This sharing generally introduces bias, but it can be traded with variance by terminating into the cache at deeper path ...

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Free
Photon-Driven Manifold Sampling
Article No.: 34, Pages 1–16https://doi.org/10.1145/3675375

Complex lighting phenomenon such as the caustics often arises from specular chains of varying lengths. Thanks to recent advancement in specular light transport, we are able to address most effects caused by shorter specular chains using root-finding ...

research-article
Open Access
GPU-friendly Stroke Expansion
Article No.: 35, Pages 1–29https://doi.org/10.1145/3675390

Vector graphics includes both filled and stroked paths as the main primitives. While there are many techniques for rendering filled paths on GPU, stroked paths have proved more elusive. This paper presents a technique for performing stroke expansion, ...

research-article
Open Access
ReSTIR Subsurface Scattering for Real-Time Path Tracing
Article No.: 36, Pages 1–19https://doi.org/10.1145/3675372

Subsurface scattering is an important visual cue and in real-time rendering it is often approximated using screen-space algorithms. Path tracing with the diffusion approximation can easily overcome the limitations of these algorithms, but increases image ...

research-article
Free
Light Path Guided Culling for Hybrid Real-Time Path Tracing
Article No.: 37, Pages 1–17https://doi.org/10.1145/3675387

Rendering visually convincing images requires realistic lighting. Path tracing has long been used in offline rendering to produce photorealistic images. While recent hardware advancements allow ray tracing methods to be employed in real-time renderers, ...

research-article
Open Access
Radiance Caching with On-Surface Caches for Real-Time Global Illumination
Article No.: 38, Pages 1–17https://doi.org/10.1145/3675382

Achieving global illumination is crucial for delivering realistic lighting in real-time rendering applications. Despite recent advancements in hardware ray tracing, the computational demands of full path tracing remain largely impractical for real-world ...

research-article
Open Access
Frustum Volume Caching for Accelerated NeRF Rendering
Article No.: 39, Pages 1–22https://doi.org/10.1145/3675370

Neural Radiance Fields (NeRFs) have revolutionized the field of inverse rendering due to their ability to synthesize high-quality novel views and applicability in practical contexts. NeRFs leverage volume rendering, evaluating view-dependent color at ...

research-article
Open Access
Converging Algorithm-Agnostic Denoising for Monte Carlo Rendering
Article No.: 40, Pages 1–16https://doi.org/10.1145/3675384

Denoising Monte Carlo rendered images is a critical challenge in computer graphics, traditionally addressed in post-processing phases. Recent advances have shifted focus towards integrating denoising directly into progressive rendering. This approach not ...

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Free
Aliasing Detection in Rendered Images via a Multi-Task Learning
Article No.: 41, Pages 1–12https://doi.org/10.1145/3675379

As technology advances from simple 2D designs to intricate 3D environments, the demand for high-quality visuals in video games and interactive media necessitates robust image quality assessment (IQA) techniques. Traditional methods like PSNR and SSIM, ...

research-article
Open Access
GigaVoxels DP: Starvation-Less Render and Production for Large and Detailed Volumetric Worlds Walkthrough
Article No.: 42, Pages 1–11https://doi.org/10.1145/3675389

Using voxel hierarchies as a generic 3D scene representation makes ray marching, antialiasing, and LOD easy. The drawback is the huge amount of memory required to store voxels, even with empty space compression. Still, GigaVoxels [Crassin et al. 2009] ...

research-article
Open Access
Interval Shading: using Mesh Shaders to generate shading intervals for volume rendering
Article No.: 43, Pages 1–11https://doi.org/10.1145/3675380

We propose to use tetrahedrons as primitives for volume rendering and a pipeline to rasterize them. Our work relies on the recently introduced mesh shaders to encode each tetrahedron such that the rasterizer computes the depths of the front and back ...

research-article
Free
HIPRT: A Ray Tracing Framework in HIP
Article No.: 44, Pages 1–18https://doi.org/10.1145/3675378

We present HIPRT, an open-source ray tracing framework in HIP. HIPRT provides a versatile, cross-platform solution for professional rendering on contemporary many-core architectures. The core of the framework relies on the bounding volume hierarchy (BVH) ...

research-article
Open Access
Succinct Opacity Micromaps
Article No.: 45, Pages 1–18https://doi.org/10.1145/3675385

Alpha masked geometry such as foliage has long been one of the trickier things to render efficiently, both for rasterization based approaches and for hardware accelerated ray-tracing. Recently, a new type of primitive was introduced to the Vulkan® and ...

research-article
Free
DGF: A Dense, Hardware-Friendly Geometry Format for Lossily Compressing Meshlets with Arbitrary Topologies
Article No.: 46, Pages 1–17https://doi.org/10.1145/3675383

The widespread availability of hardware accelerated ray tracing solutions is driving a gradual sea-change in the real-time graphics space. The major graphics APIs now offer standardized support for accelerated ray tracing. In the same time frame, ...

research-article
Free
Real-Time Procedural Generation with GPU Work Graphs
Article No.: 47, Pages 1–16https://doi.org/10.1145/3675376

We present a system for real-time procedural generation that makes use of the novel GPU programming model, work graphs. The nodes of a work graph are shaders, which dynamically generate new workloads for connected nodes. This greatly simplifies the ...

research-article
Free
Real-Time Decompression and Rasterization of Massive Point Clouds
Article No.: 48, Pages 1–15https://doi.org/10.1145/3675373

Large-scale capturing of real-world scenes as 3D point clouds (e.g., using LIDAR scanning) generates billions of points that are challenging to visualize. High storage requirements prevent the quick and easy inspection of captured datasets on user-grade ...

research-article
Free
Fast orientable aperiodic ocean synthesis using tiling and blending
Article No.: 49, Pages 1–22https://doi.org/10.1145/3675388

The simulation and rendering of the surface of a deep ocean are typically carried by computing a mesh displacement through an Inverse Fast Fourier Transform (IFFT) of an animated ocean spectrum. This process generates a spatially periodic ocean ...

research-article
Open Access
Parallel spatiotemporally adaptive DEM-based snow simulation
Article No.: 50, Pages 1–20https://doi.org/10.1145/3675374

This paper applies spatial and temporal adaptivity to an existing discrete element method (DEM) based snow simulation on the GPU. For spatial adaptivity, visually significant spatial regions are identified and simulated at varying resolutions. To this ...

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