Proceedings of the Conference on High-Performance Graphics最新文献

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CPU-style SIMD ray traversal on GPUs gpu上cpu风格的SIMD射线遍历
Proceedings of the Conference on High-Performance Graphics Pub Date : 2018-08-10 DOI: 10.1145/3231578.3231583
Alexander Lier, M. Stamminger, Kai Selgrad
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引用次数: 8
Deferred adaptive compute shading 延迟自适应计算阴影
Proceedings of the Conference on High-Performance Graphics Pub Date : 2018-08-10 DOI: 10.1145/3231578.3232160
Ian Mallett, Cem Yuksel
{"title":"Deferred adaptive compute shading","authors":"Ian Mallett, Cem Yuksel","doi":"10.1145/3231578.3232160","DOIUrl":"https://doi.org/10.1145/3231578.3232160","url":null,"abstract":"A primary advantage of deferred shading is eliminating wasted shading operations due to overdraw. We present a new algorithm that we call Deferred Adaptive Compute Shading, for providing further reduction in shading computations. Our method hierarchically shades the image while reducing the number of required shading operations to below one shading computation per pixel on average. We determine whether to shade a pixel or approximate it using previously shaded pixels around it, based on an estimate of the image variance at the pixel location. The algorithm is designed to dynamically reconfigure itself to achieve optimal warp coherence and measurable performance gain. We extensively evaluate our algorithm, demonstrating that it produces high-quality results and is robust and highly scalable while providing significant performance improvements in complex scenes.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114449937","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Moment transparency 时刻的透明度
Proceedings of the Conference on High-Performance Graphics Pub Date : 2018-08-10 DOI: 10.1145/3231578.3231585
Brian Sharpe
{"title":"Moment transparency","authors":"Brian Sharpe","doi":"10.1145/3231578.3231585","DOIUrl":"https://doi.org/10.1145/3231578.3231585","url":null,"abstract":"We introduce moment transparency, a new solution to real-time order-independent transparency. It expands upon existing approximate transmittance function techniques by using moments to capture and reconstruct the transmittance function. Because the moment-based transmittance function can be processed analytically using standard hardware blend operations, it is efficient and overcomes limitations of previous techniques.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"41 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131590311","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Adaptive temporal antialiasing 自适应时间抗混叠
Proceedings of the Conference on High-Performance Graphics Pub Date : 2018-08-10 DOI: 10.1145/3231578.3231579
Adam Marrs, J. Spjut, Holger Grün, Rahul Sathe, M. McGuire
{"title":"Adaptive temporal antialiasing","authors":"Adam Marrs, J. Spjut, Holger Grün, Rahul Sathe, M. McGuire","doi":"10.1145/3231578.3231579","DOIUrl":"https://doi.org/10.1145/3231578.3231579","url":null,"abstract":"We introduce a pragmatic algorithm for real-time adaptive super-sampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine and today's GPU ray tracing APIs. The algorithm removes blurring and ghosting artifacts associated with standard temporal antialiasing and achieves quality approaching 8x supersampling of geometry, shading, and materials while staying within the 33ms frame budget required of most games.","PeriodicalId":354787,"journal":{"name":"Proceedings of the Conference on High-Performance Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131189285","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 19
Proceedings of the Conference on High-Performance Graphics 高性能图形会议论文集
Proceedings of the Conference on High-Performance Graphics Pub Date : 1900-01-01 DOI: 10.5555/3534681
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引用次数: 0
Proceedings of the Conference on High-Performance Graphics 高性能图形会议论文集
Proceedings of the Conference on High-Performance Graphics Pub Date : 1900-01-01 DOI: 10.5555/3534697
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引用次数: 0
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