The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
A Ray tracing algorithm for progressive radiosity
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Painterly rendering for animation
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A rapid hierarchical rendering technique for translucent materials
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Lightcuts: a scalable approach to illumination
ACM SIGGRAPH 2005 Papers
Hardware accelerated ambient occlusion techniques on GPUs
Proceedings of the 2007 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2007 courses
Non-interleaved deferred shading of interleaved sample patterns
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Image-Based Proxy Accumulation for Real-Time Soft Global Illumination
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Image-space horizon-based ambient occlusion
ACM SIGGRAPH 2008 talks
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multiresolution splatting for indirect illumination
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Understanding the efficiency of ray traversal on GPUs
Proceedings of the Conference on High Performance Graphics 2009
Screen-space perceptual rendering of human skin
ACM Transactions on Applied Perception (TAP)
Proceedings of the Conference on High Performance Graphics
Interactive sampling and rendering for complex and procedural geometry
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Multi-view ambient occlusion with importance sampling
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Temporally coherent adaptive sampling for imperfect shadow maps
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Computing shading such as ambient occlusion (AO), subsurface scattering (SSS) or indirect light (GI) in screen space has recently received a lot of attention. While being efficient to compute, screen space methods have several key limitations such as occlusions, culling, under-sampling of oblique geometry and locality of the transport. In this work we propose a deep screen space to overcome all these problems while retaining computational efficiency. Instead of projecting, culling, shading, rasterizing and resolving occlusions of primitives using a z-buffer, we adaptively tessellate them into surfels proportional to the primitive's projected size, which are optionally shaded and stored on-GPU as an unstructured surfel cloud. Objects closer to the camera receive more details, like in classic framebuffers, but are not affected by occlusions or viewing angle. This surfel cloud can then be used to compute shading. Instead of gathering, we propose to use splatting to a multi-resolution interleaved framebuffer. This allows to exchange detailed shading between pixels close to a surfel and approximate shading between pixels distant to a surfel.