Intel Rendering Research

Devising real-time graphics solutions through basic and applied research in collaboration with graphics software vendors and academic researchers.

Coarse Pixel Shading with Temporal Supersampling In this paper we extend coarse pixel shading with a temporal supersampling scheme that notably improves image quality and provides substantial reduction in shading cost compared to checkerboard rendering.
Texture Space Caching and Reconstruction for Ray Tracing
08/29/16
By Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Magnus Andersson and Tomas Akenine-Möller
Masked Software Occlusion Culling
06/28/16
An efficient occlusion culling algorithm targeting SIMD architectures. The algorithm supports interleaving occluder rendering and occlusion queries, and outperforms previous work by a factor 3x.
MPP9
Comparison of Projection Methods for Rendering Virtual Reality
06/17/16
Virtual reality is rapidly gaining popularity, and may soon become a common way of viewing 3D environments. While stereo rendering has been performed on consumer grade graphics processors for a while now, the new wave of virtual reality display devices have two properties that typical applications...
Watertight Ray Traversal with Reduced Precision
06/10/16
Reduced precision bounding volume hierarchies and ray traversal can significantly improve the efficiency of ray tracing through low-cost dedicated hardware. A key approach to enabling reduced precision computations during traversal is to translate the ray origin closer to the bounding volume...
Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal
06/10/16
The memory footprint of bounding volume hierarchies (BVHs) can be significantly reduced using incremental encoding, which enables the coarse quantization of bounding volumes. However, this compression alone does not necessarily yield a comparable improvement in memory bandwidth. While the bounding...
Perception of Highlight Disparity at a Distance in Consumer Head-Mounted Displays Stereo rendering for 3D displays and for virtual reality headsets provide several visual cues, including convergence angle and highlight disparity. Naïve stereo rendering effectively doubles the computational burden of image synthesis, and thus it is desirable to reuse as many computations as...
Practical Layered Reconstruction for Defocus and Motion Blur We present several practical improvements to a recent layered reconstruction algorithm for defocus and motion blur. We leverage hardware texture filters, layer merging and sparse statistics to reduce computational complexity. Furthermore, we restructure the algorithm for better load-balancing on...
Deep Shading Buffers on Commodity GPUs In this paper, we propose an algorithm that leverages the capability of modern GPUs to perform unordered memory accesses from within shaders.
AMFS: Adaptive Multi-Frequency Shading for Future Graphics Processors We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives.