Post Tessellation Geometry Caches

Authored by Last updated on 05/03/2019 - 15:35

Measuring Per-Frame Energy Consumption by Real-Time Graphics Applications

Authored by Last updated on 05/03/2019 - 15:12

Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing

Authored by Marco Salvi Last updated on 05/03/2019 - 14:49

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 possible between the stereo image pair. Computing a single radiance for a point on a surface, to be used...
Authored by Last updated on 01/24/2018 - 12:12

Watertight Ray Traversal with Reduced Precision

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 hierarchy node after each traversal step. However, this approach precludes sharing of intersection...
Authored by admin Last updated on 06/07/2017 - 12:02

Bandwidth-Efficient BVH Layout for Incremental Hardware Traversal

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 volumes of the BVH nodes can be aggressively quantized, the size of the child node pointers remains...
Authored by admin Last updated on 06/07/2017 - 11:57

Manage Deep Learning Networks with Caffe* Optimized for Intel® Architecture

How to optimize Caffe* for Intel® Architecture, train deep network models, and deploy networks.
Authored by Andres Rodriguez (Intel) Last updated on 03/11/2019 - 13:17

Comparison of Projection Methods for Rendering Virtual Reality

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 have not needed to consider before. Pixels no longer appear on regular grids and the displays...
Authored by admin Last updated on 05/03/2019 - 15:34

Masked Software Occlusion Culling

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.
Authored by admin Last updated on 06/07/2017 - 12:20

Texture Space Caching and Reconstruction for Ray Tracing

By Jacob Munkberg, Jon Hasselgren, Petrik Clarberg, Magnus Andersson and Tomas Akenine-Möller

Authored by admin Last updated on 04/09/2018 - 07:05