The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Watertight tessellation using forward differencing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hardware support for adaptive subdivision surface rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Comparing Reyes and OpenGL on a stream architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A PVM-Based Parallel Implementation of the REYES Image Rendering Architecture
Proceedings of the 9th European PVM/MPI Users' Group Meeting on Recent Advances in Parallel Virtual Machine and Message Passing Interface
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Lpics: a hybrid hardware-accelerated relighting engine for computer cinematography
ACM SIGGRAPH 2005 Papers
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Real-time view-dependent rendering of parametric surfaces
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Cache simulator based on GPU acceleration
Proceedings of the 2nd International Conference on Simulation Tools and Techniques
Parallel view-dependent tessellation of Catmull-Clark subdivision surfaces
Proceedings of the Conference on High Performance Graphics 2009
GCSim: A GPU-Based Trace-Driven Simulator for Multi-level Cache
APPT '09 Proceedings of the 8th International Symposium on Advanced Parallel Processing Technologies
Patch-based image vectorization with automatic curvilinear feature alignment
ACM SIGGRAPH Asia 2009 papers
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
ACM SIGGRAPH Asia 2009 papers
Debugging GPU stream programs through automatic dataflow recording and visualization
ACM SIGGRAPH Asia 2009 papers
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 papers
Reducing shading on GPUs using quad-fragment merging
ACM SIGGRAPH 2010 papers
Adaptive LOD editing of quad meshes
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
Technical Section: Parallel generation of multiple L-systems
Computers and Graphics
Hardware implementation of micropolygon rasterization with motion and defocus blur
Proceedings of the Conference on High Performance Graphics
A lazy object-space shading architecture with decoupled sampling
Proceedings of the Conference on High Performance Graphics
Task management for irregular-parallel workloads on the GPU
Proceedings of the Conference on High Performance Graphics
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
A shading reuse method for efficient micropolygon ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Efficient pixel-accurate rendering of curved surfaces
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Data-Parallel Decompression of Triangle Mesh Topology
Computer Graphics Forum
Hybrid ray tracing and path tracing of Bezier surfaces using a mixed hierarchy
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
Real-time high-resolution sparse voxelization with application to image-based modeling
Proceedings of the 5th High-Performance Graphics Conference
Hi-index | 0.00 |
We present a GPU based implementation of Reyes-style adaptive surface subdivision, known in Reyes terminology as the Bound/Split and Dice stages. The performance of this task is important for the Reyes pipeline to map efficiently to graphics hardware, but its recursive nature and irregular and unbounded memory requirements present a challenge to an efficient implementation. Our solution begins by characterizing Reyes subdivision as a work queue with irregular computation, targeted to a massively parallel GPU. We propose efficient solutions to these general problems by casting our solution in terms of the fundamental primitives of prefix-sum and reduction, often encountered in parallel and GPGPU environments. Our results indicate that real-time Reyes subdivision can indeed be obtained on today's GPUs. We are able to subdivide a complex model to subpixel accuracy within 15 ms. Our measured performance is several times better than that of Pixar's RenderMan. Our implementation scales well with the input size and depth of subdivision. We also address concerns of memory size and bandwidth, and analyze the feasibility of conventional ideas on screen-space buckets.