This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching b...
Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. Additionally, they do not natively support triangle rasterization with jittered samp...
We modify the Reyes object-space shading approach to address two inefficiencies that result from performing shading calculations at micropolygon grid vertices prior to rasterizati...
Christopher A. Burns, Kayvon Fatahalian, William R...
Random numbers are extensively used on the GPU. As more computation is ported to the GPU, it can no longer be treated as rendering hardware alone. Random number generators (RNG) a...
While a number of different shading languages have been developed, their efficient integration into an existing renderer is notoriously difficult, often boiling down to implementi...
Ralf Karrenberg, Dmitri Rubinstein, Philipp Slusal...