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Article

Adaptive Transparency, HPG 2011

Adaptive transparency is a new solution to order-independent transparency that closely approximates the ground-truth results obtained with A-buffer compositing but, like a Z-buffer, operates in bounded memory and exhibits consistent performance. The key contribution of our method is an adaptively compressed visibility representation that can be efficiently constructed and queried while rendering...
Écrit par Marco Salvi (Intel) Dernière mise à jour le 01/07/2015 - 15:00
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.
Écrit par Tim Foley (Intel) Dernière mise à jour le 01/07/2015 - 14:59
Article

Efficient Depth of Field Rasterization using a Tile Test based on Half-Space Culling

For depth of field rasterization, it is often desired to have an efficient tile versus triangle test, which can conservatively compute which samples on the lens that need to execute the inside-triangle test. We present a novel test for this, which is optimal in the sense that the region on the lens cannot be further reduced. Our test is based on removing half-space regions of the (u,v)-space on...
Écrit par Jacob Munkberg (Intel) Dernière mise à jour le 01/07/2015 - 14:58
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...
Écrit par Jacob Munkberg (Intel) Dernière mise à jour le 01/07/2015 - 15:01
Article

Backface Culling for Motion Blur and Depth of Field

For triangles with linear vertex motion, common practice is to backface cull a triangle if it is backfacing at both the start and end of the motion. However, this is not conservative. We derive conservative tests that guarantee that a moving triangle is backfacing over an entire time interval and over the area of a lens. In addition, we present tests for the special cases of only motion blur and...
Écrit par Jacob Munkberg (Intel) Dernière mise à jour le 01/07/2015 - 15:02
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...
Écrit par TOMAS A. (Intel) Dernière mise à jour le 01/07/2015 - 14:57
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...
Écrit par Marco Salvi (Intel) Dernière mise à jour le 01/07/2015 - 15:03
Article

Layered Reflective Shadow Maps for Voxel-based Indirect Illumination

We introduce a novel voxel-based algorithm that interactively simulates both diffuse and glossy single-bounce indirect illumination. Our algorithm generates high quality images similar to the reference solution while using only a fraction of the memory of previous methods. The key idea in our work is to decouple occlusion data, stored in voxels, from lighting and geometric data, encoded in a new...
Écrit par Masamichi Sugihara (Intel) Dernière mise à jour le 01/07/2015 - 14:55
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...
Écrit par Andrew Lauritzen (Intel) Dernière mise à jour le 01/07/2015 - 15:04
Article

Coarse Pixel Shading

We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to alternative approaches. Our architecture...
Écrit par Marco Salvi (Intel) Dernière mise à jour le 01/07/2015 - 14:55
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