The Reyes image rendering architecture
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
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Constructing Sobol Sequences with Better Two-Dimensional Projections
SIAM Journal on Scientific Computing
Data-parallel rasterization of micropolygons with defocus and motion blur
Proceedings of the Conference on High Performance Graphics 2009
Micropolygon ray tracing with defocus and motion blur
ACM SIGGRAPH 2010 papers
Real-time stochastic rasterization on conventional GPU architectures
Proceedings of the Conference on High Performance Graphics
Decoupled sampling for graphics pipelines
ACM Transactions on Graphics (TOG)
Efficient Depth of Field Rasterization Using a Tile Test Based on Half-Space Culling
Computer Graphics Forum
Per-Vertex Defocus Blur for Stochastic Rasterization
Computer Graphics Forum
Design and novel uses of higher-dimensional rasterization
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
A sort-based deferred shading architecture for decoupled sampling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Theory and analysis of higher-order motion blur rasterization
Proceedings of the 5th High-Performance Graphics Conference
Hi-index | 0.00 |
We present a novel method for increasing the efficiency of stochastic rasterization of motion and defocus blur. Contrary to earlier approaches, our method is efficient even with the low sampling densities commonly encountered in realtime rendering, while allowing the use of arbitrary sampling patterns for maximal image quality. Our clipless dual-space formulation avoids problems with triangles that cross the camera plane during the shutter interval. The method is also simple to plug into existing rendering systems.