The GPU leverages SIMD efficiency when shading because it rasterizes a triangle at a time, running the same shader on all of its fragments. Ray tracing sacrifices this shader cohe...
Jared Hoberock, Victor Lu, Yuntao Jia, John C. Har...
In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently...
An optimized scheme of multiplexing coded mesh and texture data to facilitate progressive transmission of 3D textured models is proposed in this work. The mesh and texture data of...