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 areas, similar to how the two-dimensional rasterizer in contemporary graphics processors has been used for widely different purposes other than the original intent. We show six such examples, namely, continuous collision detection, caustics rendering, higher-dimensional sampling, glossy reflections and refractions, motion blurred soft shadows, and finally multi-view rendering. The insights gained from these examples are used to put together a coherent model for what a future graphics pipeline that supports these and other use cases should look like. Our work intends to provide inspiration and motivation for hardware and API design, as well as continued research in higher-dimensional rasterization and its uses.
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. Second, we present a simple algorithm that uses the new frequency bounds to reduce the number of shaded quads and the size of decoupling cache respectively by 2X and 16X, while largely preserving image detail and minimizing additional aliasing.
MSC.Software SimXpert* is a fully integrated simulation environment for performing multidiscipline based analysis with a graphical interface designed to facilitate the end-to-end simulations. This article describes the threading of SimXpert.
This article details optimized implementations of data transformations and algorithms together with analysis comparing performance and providing speedup measurements for Intel® SSE optimized code and estimates for Intel® AVX optimized code.
The fundamental shift in processor performance from clock speed to multi-cpu means game designs must evolve to effectively utilize the available processor cycles. This article discusses key features of the Intel® Core™ i7 processor for game development.
Wiener filtering (also known as Least Mean Square filtering) is a technique for removing unwanted noise from an image. This article discusses Wiener filtering, and includes an example of code that has been optimized using Intel® AVX
Discuss engineering design process using game design as example. Discuss the importance of computer performance to animation and game execution. Use the Intel Destroy of Castle Demo to show the power of multi-cores.