The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th 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
Random number generation and quasi-Monte Carlo methods
Random number generation and quasi-Monte Carlo methods
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Triangle scan conversion using 2D homogeneous coordinates
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Tiled polygon traversal using half-plane edge functions
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A parallel algorithm for polygon rasterization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Incremental and hierarchical Hilbert order edge equation polygon rasterizatione
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Temporal anti-aliasing in computer generated animation
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Graphics for the masses: a hardware rasterization architecture for mobile phones
ACM SIGGRAPH 2003 Papers
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
Hardware implementation of micropolygon rasterization with motion and defocus blur
Proceedings of the Conference on High Performance Graphics
Space-time hierarchical occlusion culling for micropolygon rendering with motion blur
Proceedings of the Conference on High Performance Graphics
A lazy object-space shading architecture with decoupled sampling
Proceedings of the Conference on High Performance Graphics
Analytical motion blur rasterization with compression
Proceedings of the Conference on High Performance Graphics
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)
Motion blur for textures by means of anisotropic filtering
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
A reconstruction filter for plausible motion blur
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
Design and novel uses of higher-dimensional rasterization
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Adaptive image space shading for motion and defocus blur
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
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We present a hierarchical traversal algorithm for stochastic rasterization of motion blur, which efficiently reduces the number of inside tests needed to resolve spatio-temporal visibility. Our method is based on novel tile against moving primitive tests that also provide temporal bounds for the overlap. The algorithm works entirely in homogeneous coordinates, supports MSAA, facilitates efficient hierarchical spatio-temporal occlusion culling, and handles typical game workloads with widely varying triangle sizes. Furthermore, we use high-quality sampling patterns based on digital nets, and present a novel reordering that allows efficient procedural generation with good anti-aliasing properties. Finally, we evaluate a set of hierarchical motion blur rasterization algorithms in terms of both depth buffer bandwidth, shading efficiency, and arithmetic complexity.