119171 résultats correspondants

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...
Écrit par Jacob Munkberg (Intel) Dernière mise à jour le 07/07/2015 - 09:58

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...
Écrit par Jim Nilsson (Intel) Dernière mise à jour le 07/07/2015 - 09:57
Forum topic

ScaLAPACK pdgetrf_ factorises only one block of global matrix

Hi all,

Écrit par Robert S. Dernière mise à jour le 07/07/2015 - 10:03

Surface Based Anti-Aliasing

We present surface based anti-aliasing (SBAA), a new approach to real-time anti-aliasing for deferred renderers that improves the performance and lowers the memory requirements for anti-aliasing methods that sample sub-pixel visibility. We introduce a novel way of decoupling visibility determination from shading that, compared to previous multi-sampling based approaches, significantly reduces the...
Écrit par Marco Salvi (Intel) Dernière mise à jour le 07/07/2015 - 10:03

Meet the Experts - James Reinders


Écrit par admin Dernière mise à jour le 07/07/2015 - 09:55

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...
Écrit par Karthik Vaidyanathan (Intel) Dernière mise à jour le 07/07/2015 - 09:55

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,...
Écrit par Andrew Lauritzen (Intel) Dernière mise à jour le 07/07/2015 - 10:05

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...
Écrit par Jacob Munkberg (Intel) Dernière mise à jour le 07/07/2015 - 09:53

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...
Écrit par Dernière mise à jour le 07/07/2015 - 09:52
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