Real-time stochastic rasterization on conventional GPU architectures

  • Authors:
  • M. McGuire;E. Enderton;P. Shirley;D. Luebke

  • Affiliations:
  • NVIDIA and Williams College;NVIDIA;NVIDIA;NVIDIA

  • Venue:
  • Proceedings of the Conference on High Performance Graphics
  • Year:
  • 2010

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Abstract

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.