Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Error-bounded antialiased rendering of complex environments
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Hierarchical polygon tiling with coverage masks
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
The aliasing problem in computer-generated shaded images
Communications of the ACM
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
A parallel algorithm for polygon rasterization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
A hidden-surface algorithm with anti-aliasing
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Proceedings of the Conference on High Performance Graphics 2009
Reducing shading on GPUs using quad-fragment merging
ACM SIGGRAPH 2010 papers
Filtering approaches for real-time anti-aliasing
ACM SIGGRAPH 2011 Courses
High-quality curve rendering using line sampled visibility
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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Edge aliasing continues to be one of the most prominent problems in real-time graphics, e.g., in games. We present a novel algorithm that uses shared memory between the GPU and the CPU so that these two units can work in concert to solve the edge aliasing problem rapidly. Our system renders the scene as usual on the GPU with one sample per pixel. At the same time, our novel edge aliasing algorithm is executed asynchronously on the CPU. First, a sparse set of important pixels is created. This set may include pixels with geometric silhouette edges, discontinuities in the frame buffer, and pixels/polygons under user-guided artistic control. After that, the CPU runs our sparse rasterizer and fragment shader, which is parallel and SIMD:ified, and directly accesses shared resources (e.g., render targets created by the GPU). Our system can render a scene with shadow mapping with adaptive anti-aliasing with 16 samples per important pixel faster than the GPU with 8 samples per pixel using multi-sampling anti-aliasing. Since our system consists of an extensive code base, it will be released to the public for exploration and usage.