Filters

Article

Real-Time Parametric Shallow Wave Simulation

The simulation of ocean waves provides a significant challenge to computer graphics. In this article we describe an implementation of a real-time shallow ocean wave simulation using Microsoft DirectX* 10.
Authored by JOHN V. (Intel) Last updated on 01/24/2018 - 12:12
Article

keeping-it-quads

A way to re-attach polygonal models without creating 3-sided or n-sided polygons. This article is for 3D-modelers, animators;creators of game characters.
Authored by Steve Pitzel (Intel) Last updated on 06/01/2017 - 11:19
Article

Rethinking the Pipeline: DreamWorks Animation Advances the Art

DreamWorks Animation embarked on a radical re-engineering of their animation pipeline to better accommodate artistic aspirations and improve workflow across an increasingly complex environment. This article describes the new model being put in place.
Authored by admin Last updated on 06/01/2017 - 11:18
Article

Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms

Most games render clouds with planar cloud textures mapping to the sky dome, which isn't visually convincing when approaching or passing through clouds. For a realistic experience in flying games, we describe a technique for dynamic volumetric clouds.
Authored by Juanbin L. (Intel) Last updated on 01/24/2018 - 12:12
Article

Advanced Rendering Techniques

As with lighting, rendering is often one of the least-understood aspects of 3D imaging, but it’s critical to achieving high-quality animations. This article goes into the details of the varying procedures associated with rendering in Autodesk* Softimage.
Authored by admin Last updated on 06/01/2017 - 11:18
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 Andrew Lauritzen (Intel) Last updated on 01/24/2018 - 12:12
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 (Intel) Last updated on 01/24/2018 - 12:12
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 Magnus Andersson (Intel) Last updated on 01/24/2018 - 12:12
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 TOMAS A. (Intel) Last updated on 01/24/2018 - 12:12
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 01/24/2018 - 12:12
Array