Export Citations
Save this search
Please login to be able to save your searches and receive alerts for new content matching your search criteria.
- research-articleMay 2019
NVGaze: An Anatomically-Informed Dataset for Low-Latency, Near-Eye Gaze Estimation
- Joohwan Kim,
- Michael Stengel,
- Alexander Majercik,
- Shalini De Mello,
- David Dunn,
- Samuli Laine,
- Morgan McGuire,
- David Luebke
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 550, Pages 1–12https://doi.org/10.1145/3290605.3300780Quality, diversity, and size of training data are critical factors for learning-based gaze estimators. We create two datasets satisfying these criteria for near-eye gaze estimation under infrared illumination: a synthetic dataset using anatomically-...
- research-articleAugust 2018
Phantom Ray-Hair Intersector
Proceedings of the ACM on Computer Graphics and Interactive Techniques (PACMCGIT), Volume 1, Issue 2Article No.: 34, Pages 1–22https://doi.org/10.1145/3233307We 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 ...
- panelJuly 2017
CGEMS: computer graphics educational material
SIGGRAPH '17: ACM SIGGRAPH 2017 PanelsArticle No.: 3, Pages 1–2https://doi.org/10.1145/3084847.3084856The panel proposes a town hall discussion to establish desiderata for submission of nifty assignments to CGEMS, the Computer Graphics Educational Materials Source (EG Digital Library with access through the ACM Digital Library). In a nutshell, CGEMS is ...
- research-articleJuly 2017
Interactive stable ray tracing
HPG '17: Proceedings of High Performance GraphicsArticle No.: 1, Pages 1–10https://doi.org/10.1145/3105762.3105769Interactive ray tracing applications running on commodity hardware can suffer from objectionable temporal artifacts due to a low sample count. We introduce stable ray tracing, a technique that improves temporal stability without the over-blurring and ...
- research-articleFebruary 2017
Real-time global illumination using precomputed light field probes
I3D '17: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesArticle No.: 2, Pages 1–11https://doi.org/10.1145/3023368.3023378We introduce a new data structure and algorithms that employ it to compute real-time global illumination from static environments. Light field probes encode a scene's full light field and internal visibility. They extend current radiance and irradiance ...
-
- abstractJuly 2016
Perceptually-based foveated virtual reality
- Anjul Patney,
- Joohwan Kim,
- Marco Salvi,
- Anton Kaplanyan,
- Chris Wyman,
- Nir Benty,
- Aaron Lefohn,
- David Luebke
SIGGRAPH '16: ACM SIGGRAPH 2016 Emerging TechnologiesArticle No.: 17, Pages 1–2https://doi.org/10.1145/2929464.2929472Humans have two distinct vision systems: foveal and peripheral vision. Foveal vision is sharp and detailed, while peripheral vision lacks fidelity. The difference in characteristics of the two systems enable recently popular foveated rendering systems, ...
- research-articleJune 2016
Infinite resolution textures
HPG '16: Proceedings of High Performance GraphicsPages 139–150We propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a pre-processing step, we extract ...
- research-articleAugust 2015
An adaptive acceleration structure for screen-space ray tracing
HPG '15: Proceedings of the 7th Conference on High-Performance GraphicsPages 67–76https://doi.org/10.1145/2790060.2790069We propose an efficient acceleration structure for real-time screen-space ray tracing. The hybrid data structure represents the scene geometry by combining a bounding volume hierarchy with local planar approximations. This enables fast empty space ...
- research-articleJuly 2014
Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources
SIGGRAPH '14: ACM SIGGRAPH 2014 Emerging TechnologiesArticle No.: 20, Page 1https://doi.org/10.1145/2614066.2614080We present a novel design for an optical see-through augmented reality display that offers a wide field of view and supports a compact form factor approaching ordinary eyeglasses. Instead of conventional optics, our design uses only two simple hardware ...
- research-articleJuly 2014
Cascaded displays: spatiotemporal superresolution using offset pixel layers
SIGGRAPH '14: ACM SIGGRAPH 2014 Emerging TechnologiesArticle No.: 5, Page 1https://doi.org/10.1145/2614066.2614071We demonstrate that layered spatial light modulators (SLMs), subject to fixed lateral displacements and refreshed at staggered intervals, can synthesize images with greater spatiotemporal resolution than that afforded by any single SLM used in their ...
- research-articleJuly 2014
Cascaded displays: spatiotemporal superresolution using offset pixel layers
ACM Transactions on Graphics (TOG), Volume 33, Issue 4Article No.: 60, Pages 1–11https://doi.org/10.1145/2601097.2601120We demonstrate that layered spatial light modulators (SLMs), subject to fixed lateral displacements and refreshed at staggered intervals, can synthesize images with greater spatiotemporal resolution than that afforded by any single SLM used in their ...
- research-articleJuly 2013
PixelPie: maximal Poisson-disk sampling with rasterization
HPG '13: Proceedings of the 5th High-Performance Graphics ConferencePages 17–26https://doi.org/10.1145/2492045.2492047We present PixelPie, a highly parallel geometric formulation of the Poisson-disk sampling problem on the graphics pipeline. Traditionally, generating a distribution by throwing darts and removing conflicts has been viewed as an inherently sequential ...
- research-articleMarch 2013
Toward practical real-time photon mapping: efficient GPU density estimation
I3D '13: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesPages 71–78https://doi.org/10.1145/2448196.2448207We describe the design space for real-time photon density estimation, the key step of rendering global illumination (GI) via photon mapping. We then detail and analyze efficient GPU implementations of four best-of-breed algorithms. All produce ...
- research-articleFebruary 2011
Subpixel reconstruction antialiasing for deferred shading
I3D '11: Symposium on Interactive 3D Graphics and GamesPages 15–22 PAGE@7https://doi.org/10.1145/1944745.1944748Subpixel Reconstruction Antialiasing (SRAA) combines singlepixel (1x) shading with subpixel visibility to create antialiased images without increasing the shading cost. SRAA targets deferred-shading renderers, which cannot use multisample antialiasing.
...
- research-articleFebruary 2011
A local image reconstruction algorithm for stochastic rendering
I3D '11: Symposium on Interactive 3D Graphics and GamesPages 9–14 PAGE@5https://doi.org/10.1145/1944745.1944747Stochastic renderers produce unbiased but noisy images of scenes that include the advanced camera effects of motion and defocus blur and possibly other effects such as transparency. We present a simple algorithm that selectively adds bias in the form of ...
- research-articleJune 2010
HLBVH: hierarchical LBVH construction for real-time ray tracing of dynamic geometry
We present HLBVH and SAH-optimized HLBVH, two high performance BVH construction algorithms targeting real-time ray tracing of dynamic geometry. HLBVH provides a novel hierarchical formulation of the LBVH algorithm [LGS*09] and SAH-optimized HLBVH uses a ...
- research-articleAugust 2009
Hardware-accelerated global illumination by image space photon mapping
HPG '09: Proceedings of the Conference on High Performance Graphics 2009Pages 77–89https://doi.org/10.1145/1572769.1572783We describe an extension to photon mapping that recasts the most expensive steps of the algorithm -- the initial and final photon bounces -- as image-space operations amenable to GPU acceleration. This enables global illumination for real-time ...
- research-articleAugust 2008
Beyond programmable shading: in action
SIGGRAPH '08: ACM SIGGRAPH 2008 classesArticle No.: 18, Pages 1–20https://doi.org/10.1145/1401132.1401155This second course in a series will demonstrate case studies of combining traditional rendering API usage with advanced parallel computation from game developers, researchers, and graphics hardware vendors. There are strong indications that the future ...
- research-articleAugust 2008
Beyond programmable shading: fundamentals
SIGGRAPH '08: ACM SIGGRAPH 2008 classesArticle No.: 9, Pages 1–21https://doi.org/10.1145/1401132.1401145This first course in a series gives an introduction to parallel programming architectures and environments for interactive graphics. There are strong indications that the future of interactive graphics involves a programming model more flexible than ...
- articleJuly 2008
Real-time editing and relighting of homogeneous translucent materials
- Rui Wang-erb,
- Ewen Cheslack-Postava,
- Rui Wang,
- David Luebke,
- Qianyong Chen,
- Wei Hua,
- Qunsheng Peng,
- Hujun Bao
The Visual Computer: International Journal of Computer Graphics (VISC), Volume 24, Issue 7Pages 565–575https://doi.org/10.1007/s00371-008-0237-9Existing techniques for fast, high-quality rendering of translucent materials often fix BSSRDF parameters at precomputation time. We present a novel method for accurate rendering and relighting of translucent materials that also enables real-time ...