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Article

Hierarchical Stochastic Motion Blur Rasterization

We present a hierarchical traversal algorithm for stochastic rasterization of motion blur, which efficiently reduces the number of inside tests needed to resolve spatio-temporal visibility. Our method is based on novel tile against moving primitive tests that also provide temporal bounds for the overlap. The algorithm works entirely in homogeneous coordinates, supports MSAA, facilitates efficient...
Criado por Masamichi Sugihara (Intel) Última atualização em 01/07/2015 - 14:54
Article

Depth Buffer Compression for Stochastic Motion Blur Rasterization

Previous depth buffer compression schemes are tuned for compressing depths values generated when rasterizing static triangles. They provide generous bandwidth usage savings, and are of great importance to graphics processors. However, stochastic rasterization for motion blur and depth of field is becoming a reality even for real-time graphics, and previous depth buffer compression algorithms fail...
Criado por Jon Hasselgren (Intel) Última atualização em 01/07/2015 - 14:53
Article

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...
Criado por Marco Salvi (Intel) Última atualização em 01/07/2015 - 14:52
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...
Criado por Jacob Munkberg (Intel) Última atualização em 01/07/2015 - 14:48
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...
Criado por Robert Toth (Intel) Última atualização em 01/07/2015 - 14:47
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...
Criado por Franz Clarberg (Intel) Última atualização em 01/07/2015 - 14:47
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...
Criado por Jacob Munkberg (Intel) Última atualização em 01/07/2015 - 14:46
Article

A Compressed Depth Cache

We propose a depth cache that keeps the depth data in compressed format, when possible. Compared to previous work, this requires a more flexible cache implementation, where a tile may occupy a variable number of cache lines depending on whether it can be compressed or not. The advantage of this is that the effective cache size increases proportionally to the compression ratio. We show that the...
Criado por Jon Hasselgren (Intel) Última atualização em 01/07/2015 - 14:44
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...
Criado por TOMAS A. (Intel) Última atualização em 01/07/2015 - 14:44
Article

Stochastic Depth Buffer Compression using Generalized Plane Encoding

In this paper, we derive compact representations of the depth function for a triangle undergoing motion or defocus blur. Unlike a static primitive, where the depth function is planar, the depth function is a rational function in time and the lens parameters. Furthermore, we show how these compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which...
Criado por Jacob Munkberg (Intel) Última atualização em 01/07/2015 - 14:42
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