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- research-articleSeptember 2023
A Function-Based Approach to Interactive High-Precision Volumetric Design and Fabrication
ACM Transactions on Graphics (TOG), Volume 43, Issue 1Article No.: 3, Pages 1–15https://doi.org/10.1145/3622934We present a novel function representation (F-Rep) based geometric modeling kernel tailor-made to support computer aided design (CAD) and fabrication of high resolution volumetric models containing hundreds of billions of voxel grid elements. Our modeling ...
- research-articleMay 2022
Sparsity-Specific Code Optimization using Expression Trees
ACM Transactions on Graphics (TOG), Volume 41, Issue 5Article No.: 175, Pages 1–19https://doi.org/10.1145/3520484We introduce a code generator that converts unoptimized C++ code operating on sparse data into vectorized and parallel CPU or GPU kernels. Our approach unrolls the computation into a massive expression graph, performs redundant expression elimination, ...
- research-articleSeptember 2021
Thallo – Scheduling for High-Performance Large-Scale Non-Linear Least-Squares Solvers
ACM Transactions on Graphics (TOG), Volume 40, Issue 5Article No.: 184, Pages 1–14https://doi.org/10.1145/3453986Large-scale optimization problems at the core of many graphics, vision, and imaging applications are often implemented by hand in tedious and error-prone processes in order to achieve high performance (in particular on GPUs), despite recent developments ...
- research-articleJuly 2018
A high-performance software graphics pipeline architecture for the GPU
ACM Transactions on Graphics (TOG), Volume 37, Issue 4Article No.: 140, Pages 1–15https://doi.org/10.1145/3197517.3201374In this paper, we present a real-time graphics pipeline implemented entirely in software on a modern GPU. As opposed to previous work, our approach features a fully-concurrent, multi-stage, streaming design with dynamic load balancing, capable of ...
- research-articleOctober 2017
MergeTree: A Fast Hardware HLBVH Constructor for Animated Ray Tracing
ACM Transactions on Graphics (TOG), Volume 36, Issue 5Article No.: 169, Pages 1–14https://doi.org/10.1145/3132702Ray tracing is a computationally intensive rendering technique traditionally used in offline high-quality rendering. Powerful hardware accelerators have been recently developed that put real-time ray tracing even in the reach of mobile devices. However, ...
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- research-articleOctober 2017
Opt: A Domain Specific Language for Non-Linear Least Squares Optimization in Graphics and Imaging
- Zachary Devito,
- Michael Mara,
- Michael Zollhöfer,
- Gilbert Bernstein,
- Jonathan Ragan-Kelley,
- Christian Theobalt,
- Pat Hanrahan,
- Matthew Fisher,
- Matthias Niessner
ACM Transactions on Graphics (TOG), Volume 36, Issue 5Article No.: 171, Pages 1–27https://doi.org/10.1145/3132188Many graphics and vision problems can be expressed as non-linear least squares optimizations of objective functions over visual data, such as images and meshes. The mathematical descriptions of these functions are extremely concise, but their ...
- research-articleJuly 2017
Charted metropolis light transport
ACM Transactions on Graphics (TOG), Volume 36, Issue 4Article No.: 75, Pages 1–14https://doi.org/10.1145/3072959.3073677In this manuscript, inspired by a simpler reformulation of primary sample space Metropolis light transport, we derive a novel family of general Markov chain Monte Carlo algorithms called charted Metropolis-Hastings, that introduces the notion of ...
- research-articleDecember 2016
GST: GPU-decodable supercompressed textures
ACM Transactions on Graphics (TOG), Volume 35, Issue 6Article No.: 230, Pages 1–10https://doi.org/10.1145/2980179.2982439Modern GPUs supporting compressed textures allow interactive application developers to save scarce GPU resources such as VRAM and bandwidth. Compressed textures use fixed compression ratios whose lossy representations are significantly poorer quality ...
- research-articleDecember 2016
Texture space caching and reconstruction for ray tracing
ACM Transactions on Graphics (TOG), Volume 35, Issue 6Article No.: 249, Pages 1–13https://doi.org/10.1145/2980179.2982407We present a texture space caching and reconstruction system for Monte Carlo ray tracing. Our system gathers and filters shading on-demand, including querying secondary rays, directly within a filter footprint around the current shading point. We shade ...
- research-articleDecember 2016
Representing and scheduling procedural generation using operator graphs
ACM Transactions on Graphics (TOG), Volume 35, Issue 6Article No.: 183, Pages 1–12https://doi.org/10.1145/2980179.2980227In this paper, we present the concept of operator graph scheduling for high performance procedural generation on the graphics processing unit (GPU). The operator graph forms an intermediate representation that describes all possible operations and ...
- research-articleNovember 2015
Masked depth culling for graphics hardware
ACM Transactions on Graphics (TOG), Volume 34, Issue 6Article No.: 188, Pages 1–9https://doi.org/10.1145/2816795.2818138Hierarchical depth culling is an important optimization, which is present in all modern high performance graphics processors. We present a novel culling algorithm based on a layered depth representation, with a per-sample mask indicating which layer ...
- research-articleJuly 2015
Aerophones in flatland: interactive wave simulation of wind instruments
ACM Transactions on Graphics (TOG), Volume 34, Issue 4Article No.: 134, Pages 1–11https://doi.org/10.1145/2767001We present the first real-time technique to synthesize full-bandwidth sounds for 2D virtual wind instruments. A novel interactive wave solver is proposed that synthesizes audio at 128,000Hz on commodity graphics cards. Simulating the wave equation ...
- research-articleNovember 2014
Deep shading buffers on commodity GPUs
ACM Transactions on Graphics (TOG), Volume 33, Issue 6Article No.: 227, Pages 1–12https://doi.org/10.1145/2661229.2661245Real-time rendering with true motion and defocus blur remains an elusive goal for application developers. In recent years, substantial progress has been made in the areas of rasterization, shading, and reconstruction for stochastic rendering. However, ...
- research-articleSeptember 2014
RayCore: A Ray-Tracing Hardware Architecture for Mobile Devices
- Jae-Ho Nah,
- Hyuck-Joo Kwon,
- Dong-Seok Kim,
- Cheol-Ho Jeong,
- Jinhong Park,
- Tack-Don Han,
- Dinesh Manocha,
- Woo-Chan Park
ACM Transactions on Graphics (TOG), Volume 33, Issue 5Article No.: 162, Pages 1–15https://doi.org/10.1145/2629634We present RayCore, a mobile ray-tracing hardware architecture. RayCore facilitates high-quality rendering effects, such as reflection, refraction, and shadows, on mobile devices by performing real-time Whitted ray tracing. RayCore consists of two major ...
- research-articleJuly 2014
AMFS: adaptive multi-frequency shading for future graphics processors
ACM Transactions on Graphics (TOG), Volume 33, Issue 4Article No.: 141, Pages 1–12https://doi.org/10.1145/2601097.2601214We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely ...
- research-articleJuly 2014
Darkroom: compiling high-level image processing code into hardware pipelines
- James Hegarty,
- John Brunhaver,
- Zachary DeVito,
- Jonathan Ragan-Kelley,
- Noy Cohen,
- Steven Bell,
- Artem Vasilyev,
- Mark Horowitz,
- Pat Hanrahan
ACM Transactions on Graphics (TOG), Volume 33, Issue 4Article No.: 144, Pages 1–11https://doi.org/10.1145/2601097.2601174Specialized image signal processors (ISPs) exploit the structure of image processing pipelines to minimize memory bandwidth using the architectural pattern of line-buffering, where all intermediate data between each stage is stored in small on-chip ...
- research-articleJuly 2014
Extending the graphics pipeline with adaptive, multi-rate shading
ACM Transactions on Graphics (TOG), Volume 33, Issue 4Article No.: 142, Pages 1–12https://doi.org/10.1145/2601097.2601105Due to complex shaders and high-resolution displays (particularly on mobile graphics platforms), fragment shading often dominates the cost of rendering in games. To improve the efficiency of shading on GPUs, we extend the graphics pipeline to natively ...
- research-articleDecember 2011
GPU-efficient recursive filtering and summed-area tables
ACM Transactions on Graphics (TOG), Volume 30, Issue 6Pages 1–12https://doi.org/10.1145/2070781.2024210Image processing operations like blurring, inverse convolution, and summed-area tables are often computed efficiently as a sequence of 1D recursive filters. While much research has explored parallel recursive filtering, prior techniques do not optimize ...
- research-articleJuly 2011
Spark: modular, composable shaders for graphics hardware
ACM Transactions on Graphics (TOG), Volume 30, Issue 4Article No.: 107, Pages 1–12https://doi.org/10.1145/2010324.1965002In creating complex real-time shaders, programmers should be able to decompose code into independent, localized modules of their choosing. Current real-time shading languages, however, enforce a fixed decomposition into per-pipeline-stage procedures. ...
- research-articleMay 2011
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG), Volume 30, Issue 3Article No.: 17, Pages 1–17https://doi.org/10.1145/1966394.1966396We propose a generalized approach to decoupling shading from visibility sampling in graphics pipelines, which we call decoupled sampling. Decoupled sampling enables stochastic supersampling of motion and defocus blur at reduced shading cost, as well as ...