Article

Efficient Bounding of Displaced Bézier Patches

In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster convergence for the bounding volumes of...
Authored by Last updated on 01/24/2018 - 12:12
Article

Performance per What?

In this short note, we argue that performance per watt, which is often cited in the graphics hardware industry, is not a particularly useful unit for power efficiency in scientific and engineering discussions. We argue that joules per task and watts are more reasonable units. We show a concrete example where nanojoules per pixel is much more intuitive, easier to compute aggregate statistics from...
Authored by Last updated on 01/24/2018 - 12:12
Article

Avoiding Texture Seams by Discarding Filter Taps

Mapping textures to complex objects is a non-trivial task. It is often desirable or even necessary to map separate textures to different parts of an object, but it may be difficult to obtain high-quality texture filtering across the seams where textures meet. Existing real-time methods either require significant amounts of memory, prohibit use of wide texture filters, or have a high complexity....
Authored by Last updated on 01/24/2018 - 12:12
Article

Layered Reconstruction for Defocus and Motion Blur

Light field reconstruction algorithms can substantially decrease the noise in stochastically rendered images. Recent algorithms for defocus blur alone are both fast and accurate. However, motion blur is a considerably more complex type of camera effect, and as a consequence, current algorithms are either slow or too imprecise to use in high quality rendering. We extend previous work on real-time...
Authored by Last updated on 01/24/2018 - 12:12
Article

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
Article

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
Article

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
Article

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
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

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