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Intel Aids Search for Lost DaVinci Masterpiece

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

Autor Randi Rost (Intel) Última actualización 20/03/2019 - 12:25
Article

Per-Vertex Defocus Blur for Stochastic Rasterization

We present user-controllable and plausible defocus blur for a stochastic rasterizer. We modify circle of confusion coefficients per vertex to express more general defocus blur, and show how the method can be applied to limit the foreground blur, extend the in-focus range, simulate tilt-shift photography, and specify per-object defocus blur. Furthermore, with two simplifying assumptions, we show...
Autor Última actualización 03/05/2019 - 15:00
Article

Design and Novel Uses of Higher-Dimensional Rasterization

This paper assumes the availability of a very fast higher-dimensional rasterizer in future graphics processors. Working in up to five dimensions, i.e., adding time and lens parameters, it is well-known that this can be used to render scenes with both motion blur and depth of field. Our hypothesis is that such a rasterizer can also be used as a flexible tool for other, less conventional, usage...
Autor Última actualización 03/05/2019 - 15:35
Article

Adaptive Image Space Shading for Motion and Defocus Blur

We present a novel anisotropic sampling algorithm for image space shading which builds upon recent advancements in decoupled sampling for stochastic rasterization pipelines. First, we analyze the frequency content of a pixel in the presence of motion and defocus blur.We use this analysis to derive bounds for the spectrum of a surface defined over a two-dimensional and motion-aligned shading space...
Autor Karthik Vaidyanathan (Intel) Última actualización 03/05/2019 - 15:00
Article

Hyperplane Culling for Stochastic Rasterization

We present two novel culling tests for rasterization of simultaneous depth of field and motion blur. These tests efficiently reduce the set of xyuvt samples that need to be coverage tested within a screen space tile. The first test finds linear bounds in ut- and vt-space using a separating line algorithm. We also derive a hyperplane in xyuvt-space for each triangle edge, and all samples outside...
Autor Última actualización 03/05/2019 - 15:35
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...
Autor Última actualización 24/01/2018 - 12:12
Article

Asynchronous Adaptive Anti-Aliasing using Shared Memory

Edge aliasing continues to be one of the most prominent problems in real-time graphics, e.g., in games. We present a novel algorithm that uses shared memory between the GPU and the CPU so that these two units can work in concert to solve the edge aliasing problem rapidly. Our system renders the scene as usual on the GPU with one sample per pixel. At the same time, our novel edge aliasing...
Autor Última actualización 03/05/2019 - 15:00
Article

Dynamic Stackless Binary Tree Traversal

A fundamental part of many computer algorithms involves traversing a binary tree. One notable example is traversing a space-partitioning acceleration structure when computing ray-traced images. Traditionally, the traversal requires a stack to be temporarily stored for each ray, which results in both additional storage and memorybandwidth usage. We present a novel algorithm for traversing a binary...
Autor Última actualización 03/05/2019 - 14:49
Article

Theory and Analysis of Higher-Order Motion Blur Rasterization

A common assumption in motion blur rendering is that the triangle vertices move in straight lines. In this paper, we focus on scenarios where this assumption is no longer valid, such as motion due to fast rotation and other non-linear characteristics. To that end, we present a higher-order representation of vertex motion based on Bezier curves, which allows for more complex motion paths, and ´we...
Autor Última actualización 03/05/2019 - 15:11
Article

Advances in Real-Time Rendering in Games: Pixel Synchronization: Solving old graphics problems with new data structures

In this SIGGRAPH 2013 session, we will introduce a new synchronization primitive for pixel shaders that enables a whole new way of attacking graphics problems on the GPU. The new method is easy to use, requires a fixed amount of memory and provides stable and consistent performance. Several applications will be detailed and demonstrated in real-time, including programmable blending, single pass...
Autor Marco Salvi Última actualización 03/05/2019 - 15:12