Interactive global illumination in dynamic scenes
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Enhancing and optimizing the render cache
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Progressive Previewing of Ray-Traced Images Using Image Plane Disconinuity Meshing
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Tapestry: A Dynamic Mesh-based Display Representation for Interactive Rendering
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Walkthroughs with Corrective Texturing
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Photon mapping on programmable graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Refinement criteria for high fidelity interactive walkthroughs
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Real-Time Soft Shadows Using Temporal Coherence
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Geometry-aware framebuffer level of detail
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Hi-index | 0.00 |
The render cache and the edge-and-point image (EPI) are alternative point-based rendering techniques that combine interactive performance with expensive, high quality shading for complex scenes. They use sparse sampling and intelligent reconstruction to enable fast framerates and to decouple shading from the display update.We present a hybrid CPU/GPU multi-pass system that accelerates these techniques by utilizing programmable graphics processing units (GPUs) to achieve better framerates while freeing the CPU for other uses such as high-quality shading (including global illumination). Because the render cache and EPI differ from the traditional graphics pipeline in interesting ways, we encountered several challenges in using the GPU effectively. We discuss our optimizations to achieve good performance, limitations with the current generation hardware, as well as possibilities for future improvements.