The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Rendering antialiased shadows with depth maps
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive k-d tree GPU raytracing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
Two methods for fast ray-cast ambient occlusion
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Motion blur for textures by means of anisotropic filtering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A local image reconstruction algorithm for stochastic rendering
I3D '11 Symposium on Interactive 3D Graphics and Games
High-quality spatio-temporal rendering using semi-analytical visibility
ACM SIGGRAPH 2011 papers
Clipless dual-space bounds for faster stochastic rasterization
ACM SIGGRAPH 2011 papers
Hierarchical stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Depth buffer compression for stochastic motion blur rasterization
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
A reconstruction filter for plausible motion blur
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Decoupled deferred shading for hardware rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
Computer Graphics Forum
Adaptive image space shading for motion and defocus blur
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
High-quality parallel depth-of-field using line samples
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Scalable Programmable Motion Effects on GPUs
Computer Graphics Forum
Technical Section: R4: Realistic rain rendering in realtime
Computers and Graphics
A sort-based deferred shading architecture for decoupled sampling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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This paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates---for the first time, with a full stochastic technique---real-time performance on conventional GPU architectures for complex scenes at 1920×1080 HD resolution. The algorithm operates on dynamic triangle meshes for which per-vertex velocity or corresponding vertices from the previous frame are available. It leverages multisample antialiasing (MSAA) and a tight space-time-aperture convex hull to efficiently evaluate visibility independently of shading. For triangles whose motion crosses the camera plane, we present a novel 2D bounding box algorithm that we conjecture is conservative. The sampling algorithm further reduces sample variance within primitives by integrating textures according to ray differentials in time and aperture.