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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...
作者: Marco Salvi (Intel) 最后更新时间: 2015/07/01 - 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.
作者: Tim Foley (Intel) 最后更新时间: 2015/07/01 - 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...
作者: Jacob Munkberg (Intel) 最后更新时间: 2015/07/01 - 14:58
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...
作者: TOMAS A. (Intel) 最后更新时间: 2015/07/01 - 14:57
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...
作者: Masamichi Sugihara (Intel) 最后更新时间: 2015/07/01 - 14:55
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...
作者: Marco Salvi (Intel) 最后更新时间: 2015/07/01 - 14:55
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...
作者: Masamichi Sugihara (Intel) 最后更新时间: 2015/07/01 - 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...
作者: Jon Hasselgren (Intel) 最后更新时间: 2015/07/01 - 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...
作者: Marco Salvi (Intel) 最后更新时间: 2015/07/01 - 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...
作者: Jacob Munkberg (Intel) 最后更新时间: 2015/07/01 - 14:48
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