Blog post

Intel Aids Search for Lost DaVinci Masterpiece

In the Palazzo Vecchio in Florence, Italy, a feverish search occurs seemingly in slow motion.

Authored by Randi Rost (Intel) Last updated on 03/20/2019 - 12:25
Article

Sample Distribution Shadow Maps

This demo showcases an extension to Z-partitioning (cascaded shadow maps) called Sample Distribution Shadow Maps (SDSMs). SDSMs optimize the placement and size of a fixed number of Z-partitions by analyzing the shadow sample distribution required by the current frame. They build on the advantages of current state of the art techniques, including predictable performance and constant memory usage,...
Authored by Last updated on 05/03/2019 - 13:48
Article

Adaptive Volumetric Shadow Maps

We introduce adaptive volumetric shadow maps (AVSM), a real-time shadow algorithm that supports high-quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to...
Authored by Last updated on 05/03/2019 - 14:40
Article

Deferred Rendering for Current and Future Rendering Pipelines

This sample demonstrates a number of deferred rendering techniques including conventional deferred shading, deferred lighting and tile-based deferred shading. Tile-based deferred shading is implemented in DirectX 11 Compute Shader and achieves high performance even with many lights by amortizing the light culling overhead over screen tiles as well as grouping lights to avoid wasting memory...
Authored by Last updated on 05/03/2019 - 13:30
Article

Adaptive Transparency

We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during...
Authored by Marco Salvi Last updated on 05/03/2019 - 13:48
Article

Efficient Multi-View Ray Tracing Using Edge Detection and Shader Reuse

Stereoscopic rendering and 3D stereo displays are quickly becoming mainstream. The natural extension is autostereoscopic multi-view displays, which by the use of parallax barriers or lenticular lenses, can accommodate many simultaneous viewers without the need for active or passive glasses. As these displays, for the foreseeable future, will support only a rather limited number of views, there is...
Authored by Last updated on 05/03/2019 - 14:49
Article

High-Quality Spatio-Temporal Rendering using Semi-Analytical Visibility

We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our algorithm uses a number of line samples over a rectangular group of pixels, and together with the time dimension, a two-dimensional spatio-temporal visibility problem needs to be solved per line sample. In a coarse culling step, our algorithm first uses a bounding volume hierarchy to rapidly remove...
Authored by Last updated on 05/03/2019 - 15:10
Article

Spark: Modular, Composable Shaders for Graphics Hardware

We present a shading language, Spark, and its implementation for modern graphics hardware that improves support for separation of concerns into modules. A Spark shader class can encapsulate code that maps to more than one pipeline stage, and can be extended and composed using object-oriented inheritance. In our tests, shaders written in Spark achieve performance within 2% of HLSL.
Authored by Last updated on 05/03/2019 - 14:50
Article

Hierarchical Stochastic Motion Blur Rasterization

We present a hierarchical traversal algorithm for stochastic rasterization of motion blur, which efficiently reduces the number of inside tests needed to resolve spatio-temporal visibility. Our method is based on novel tile against moving primitive tests that also provide temporal bounds for the overlap. The algorithm works entirely in homogeneous coordinates, supports MSAA, facilitates efficient...
Authored by Last updated on 05/03/2019 - 15:12
Article

Adaptive Transparency, HPG 2011

Adaptive transparency is a new solution to order-independent transparency that closely approximates the ground-truth results obtained with A-buffer compositing but, like a Z-buffer, operates in bounded memory and exhibits consistent performance. The key contribution of our method is an adaptively compressed visibility representation that can be efficiently constructed and queried while rendering...
Authored by Marco Salvi Last updated on 05/03/2019 - 14:39