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EGH
2010
Springer
13 years 2 months ago
Real time volumetric shadows using polygonal light volumes
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...
Markus Billeter, Erik Sintorn, Ulf Assarsson
EGH
2010
Springer
13 years 2 months ago
Hardware implementation of micropolygon rasterization with motion and defocus blur
Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. Additionally, they do not natively support triangle rasterization with jittered samp...
J. S. Brunhaver, Kayvon Fatahalian, Pat Hanrahan
EGH
2010
Springer
13 years 2 months ago
A lazy object-space shading architecture with decoupled sampling
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...
EGH
2010
Springer
13 years 2 months ago
GPU random numbers via the tiny encryption algorithm
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...
Fahad Zafar, Marc Olano, Aaron Curtis
EGH
2010
Springer
13 years 2 months ago
AnySL: efficient and portable shading for ray tracing
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...