Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Spatial anti-aliasing for animation sequences with spatio-temporal filtering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Frameless rendering: double buffering considered harmful
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Digital video processing
Proceedings of the 1997 symposium on Interactive 3D graphics
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Generating Exact Ray-Traced Animation Frames by Reprojection
IEEE Computer Graphics and Applications
Virtual Occluders: An Efficient Intermediate PVS Representation
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Digital photography with flash and no-flash image pairs
ACM SIGGRAPH 2004 Papers
Flash photography enhancement via intrinsic relighting
ACM SIGGRAPH 2004 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Video enhancement using per-pixel virtual exposures
ACM SIGGRAPH 2005 Papers
PCU: the programmable culling unit
ACM SIGGRAPH 2007 papers
ACM SIGGRAPH 2007 papers
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Automated reprojection-based pixel shader optimization
ACM SIGGRAPH Asia 2008 papers
An improved shading cache for modern GPUs
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM SIGGRAPH Asia 2009 papers
Geometry-aware framebuffer level of detail
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Interactive ray-traced scene editing using ray segment trees
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Bidirectional instant radiosity
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Video quality assessment for computer graphics applications
ACM SIGGRAPH Asia 2010 papers
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
High quality elliptical texture filtering on GPU
I3D '11 Symposium on Interactive 3D Graphics and Games
Image-based bidirectional scene reprojection
Proceedings of the 2011 SIGGRAPH Asia Conference
Multidimensional image retargeting
SIGGRAPH Asia 2011 Courses
A reconstruction filter for plausible motion blur
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Spatio-Temporal Filtering of Indirect Lighting for Interactive Global Illumination
Computer Graphics Forum
Coherent Spatiotemporal Filtering, Upsampling and Rendering of RGBZ Videos
Computer Graphics Forum
ACM SIGGRAPH 2012 Courses
Reducing aliasing artifacts through resampling
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Specular lobe aware upsampling based on spherical Gaussians
ACM SIGGRAPH 2013 Posters
ACM SIGGRAPH 2013 Courses
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Pixel processing is becoming increasingly expensive for real-time applications due to the complexity of today's shaders and high-resolution framebuffers. However, most shading results are spatially or temporally coherent, which allows for sparse sampling and reuse of neighboring pixel values. This paper proposes a simple framework for spatio-temporal upsampling on modern GPUs. In contrast to previous work, which focuses either on temporal or spatial processing on the GPU, we exploit coherence in both. Our algorithm combines adaptive motion-compensated filtering over time and geometry-aware upsampling in image space. It is robust with respect to high-frequency temporal changes, and achieves substantial performance improvements by limiting the number of recomputed samples per frame. At the same time, we increase the quality of spatial upsampling by recovering missing information from previous frames. This temporal strategy also allows us to ensure that the image converges to a higher quality result.