Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
The accumulation buffer: hardware support for high-quality rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hardware accelerated rendering of CSG and transparency
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A lens and aperture camera model for synthetic image generation
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
The lightspeed automatic interactive lighting preview system
ACM SIGGRAPH 2007 papers
Stochastic rasterization using time-continuous triangles
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Real-time Reyes-style adaptive surface subdivision
ACM SIGGRAPH Asia 2008 papers
Coherent layer peeling for transparent high-depth-complexity scenes
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Automatic pre-tessellation culling
ACM Transactions on Graphics (TOG)
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs
ACM SIGGRAPH Asia 2009 papers
RenderAnts: interactive Reyes rendering on GPUs
ACM SIGGRAPH Asia 2009 papers
FreePipe: a programmable parallel rendering architecture for efficient multi-fragment effects
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Reducing shading on GPUs using quad-fragment merging
ACM SIGGRAPH 2010 papers
Space-time hierarchical occlusion culling for micropolygon rendering with motion blur
Proceedings of the Conference on High Performance Graphics
Real-time stochastic rasterization on conventional GPU architectures
Proceedings of the Conference on High Performance Graphics
High-quality spatio-temporal rendering using semi-analytical visibility
ACM SIGGRAPH 2011 papers
A shading reuse method for efficient micropolygon ray tracing
Proceedings of the 2011 SIGGRAPH Asia Conference
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Fragment-parallel composite and filter
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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High-quality off-line rendering requires many features not natively supported by current commodity graphics hardware: wide smooth filters, high sampling rates, order-independent transparency, spectral opacity, motion blur, depth of field. We present a GPU-based hidden-surface algorithm that implements all these features. The algorithm is Reyes-like but uses regular sampling and multiple passes. Transparency is implemented by depth peeling, made more efficient by opacity thresholding and a new method called z batches. We discuss performance and some design trade-offs. At high spatial sampling rates, our implementation is substantially faster than a CPU-only renderer for typical scenes.