The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Error-bounded antialiased rendering of complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Hierarchical visibility culling for spline models
GI '96 Proceedings of the conference on Graphics interface '96
Sampling procedural shaders using affine arithmetic
ACM Transactions on Graphics (TOG)
Adaptive view dependent tessellation of displacement maps
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Watertight tessellation using forward differencing
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
A Generalized Interval Arithmetic
Proceedings of the International Symposium on Interval Mathemantics
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Continuous collision detection for articulated models using Taylor models and temporal culling
ACM SIGGRAPH 2007 papers
PCU: the programmable culling unit
ACM SIGGRAPH 2007 papers
Geometry engine architecture with early backface culling hardware
Computers and Graphics
Advances in real-time rendering in 3D graphics and games I
ACM SIGGRAPH 2009 Courses
Automatic bounding of programmable shaders for efficient global illumination
ACM SIGGRAPH Asia 2009 papers
CUDA renderer: a programmable graphics pipeline
ACM SIGGRAPH ASIA 2009 Sketches
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Space-time hierarchical occlusion culling for micropolygon rendering with motion blur
Proceedings of the Conference on High Performance Graphics
Efficient bounding of displaced Bézier patches
Proceedings of the Conference on High Performance Graphics
Surface parameterization of nonsimply connected planar Bézier regions
Computer-Aided Design
An optimizing compiler for automatic shader bounding
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
OpenFab: a programmable pipeline for multi-material fabrication
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Graphics processing units supporting tessellation of curved surfaces with displacement mapping exist today. Still, to our knowledge, culling only occurs after tessellation, that is, after the base primitives have been tessellated into triangles. We introduce an algorithm for automatically computing tight positional and normal bounds on the fly for a base primitive. These bounds are derived from an arbitrary vertex shader program, which may include a curved surface evaluation and different types of displacements, for example. The obtained bounds are used for backface, view frustum, and occlusion culling before tessellation. For highly tessellated scenes, we show that up to 80% of the vertex shader instructions can be avoided, which implies an “instruction speedup” of 5×. Our technique can also be used for offline software rendering.