{"title":"Wrap Shading","authors":"Peter-Pike J. Sloan, D. Nowrouzezahrai, Hong Yuan","doi":"10.1080/2151237X.2011.628841","DOIUrl":"https://doi.org/10.1080/2151237X.2011.628841","url":null,"abstract":"Abstract Shading models that wrap around the hemisphere have been used to approximate subsurface scattering, area light sources, and softer reflectance profiles. We generalize a specific technique that has been used in games by parameterizing the amount of wrapping while retaining important mathematical properties. We include details on how to incorporate theses models with spherical harmonic lighting.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114914838","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}
{"title":"Editorial Board EOV","authors":"","doi":"10.1080/2151237x.2011.628840","DOIUrl":"https://doi.org/10.1080/2151237x.2011.628840","url":null,"abstract":"","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"74 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131584857","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}
{"title":"Efficient Triangle and Quadrilateral Clipping Within Shaders","authors":"M. McGuire","doi":"10.1080/2151237X.2011.619891","DOIUrl":"https://doi.org/10.1080/2151237X.2011.619891","url":null,"abstract":"Abstract Clipping a triangle or a convex quadrilateral to a plane is a common operation in computer graphics. This clipping is implemented by fixed function units within the graphics pipeline under most rasterization application programming interfaces (APIs). It is increasingly interesting to perform clipping in programmable stages as well. For example, to clip bounding volumes generated in the geometry unit to the near plane or to clip an area light source to the tangent plane of a surface in a pixel unit. Although clipping a convex polygon is algorithmically trivial, doing so efficiently on vector architectures such as GPUs can be tricky. This article presents an implementation of Sutherland-Hodgman clipping, designed for vector processors. It has high branch coherence, uses only register storage (i.e., it does not require a move-relative memory operation), leverages both data and instruction parallelism, and has a peak register count of only two 4-vectors (7 scalars). I found it to be approximately five times faster than direct Sutherland-Hodgman and to yield a 45% increase in net throughput when applied to the algorithm from a previous publication on two GPU architectures. The principles of optimization presented for this class of parallel algorithm extend to other algorithms and architectures.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"174 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116004835","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}
{"title":"A GPU-Based Method to Approximate Acoustical Reflectivity","authors":"B. Cowan, B. Kapralos","doi":"10.1080/2151237X.2011.619888","DOIUrl":"https://doi.org/10.1080/2151237X.2011.619888","url":null,"abstract":"Abstract Here we present a GPU-based heuristic method for approximating the size and reflectivity of a room relative to a given sound source origin that can potentially provide interactive response for the appropriate selections of geometry and hardware. The method calculates the average distance to the nearest surfaces in the environment and an approximate measure of the fraction of sound energy that would be reflected from those surfaces. Both of these values are then used to drive the reverberation effects of an audio API. The method can potentially provide interactive response for the appropriate selections of geometry and hardware. Source code is available online at address provided at the end of this paper.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122328375","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}
{"title":"Approximate Radiosity Using Stochastic Depth Buffering","authors":"A. Thomsen, K. Nielsen","doi":"10.1080/2151237X.2011.621759","DOIUrl":"https://doi.org/10.1080/2151237X.2011.621759","url":null,"abstract":"Abstract This paper presents a simple technique for computing approximate radiosity by using a novel approach to visibility determination called stochastic depth buffering. By rendering random depth buffer values and using a simple sampling scheme, we gather light from parallel, global directions using the GPU. The technique makes it possible to quickly update indirect light on commodity graphics hardware. It is easy to implement and offers good trade-offs between performance and visual quality.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121288997","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}
{"title":"Tiled Shading","authors":"Ola Olsson, Ulf Assarsson","doi":"10.1080/2151237X.2011.621761","DOIUrl":"https://doi.org/10.1080/2151237X.2011.621761","url":null,"abstract":"Abstract In this article we describe and investigate tiled shading. The tiled techniques, though simple, enable substantial improvements to both deferred and forward shading. Tiled Shading has been previously discussed only in terms of deferred shading (tiled deferred shading). We contribute a more detailed description of the technique, introduce tiled forward shading (a generalization of tiled deferred shading to also apply to forward shading), and a thorough performance evaluation. Tiled Forward Shading has many of the advantages of deferred shading, for example, scene management and light management are decoupled. At the same time, unlike traditional deferred and tiled deferred shading, full screen antialiasing and transparency are trivially supported. We also present a thorough comparison of the performance of tiled deferred, tiled forward, and traditional deferred shading. Our evaluation shows that tiled deferred shading has the least variable worst-case performance, and scales the best with faster GPUs. Tiled deferred shading is especially suitable when there are many light sources. Tiled forward shading is shown to be competitive for scenes with fewer lights, and is much simpler than traditional forward shading techniques. Tiled shading also enables simple transitioning between deferred and forward shading. We demonstrate how this can be used to handle transparent geometry, frequently a problem when using deferred shading. Demo source code is available online at the address provided at the end of this paper.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130284183","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}
{"title":"Ray Tracing with Shared-Plane Bounding Volume Hierarchies","authors":"M. Ernst, Sven Woop","doi":"10.1080/2151237X.2011.563675","DOIUrl":"https://doi.org/10.1080/2151237X.2011.563675","url":null,"abstract":"Abstract We present a representation of an axis-aligned bounding volume hierarchy (BVH) for ray tracing that removes redundant bounding information from the data structure. The observation that two children of a binary BVH node share at least six planes with their parent node leads to two possible optimizations: (a) the size of the data structure can be optimized by storing six floats instead of 12 for the bounds of the two children, and (b) the box-intersection code can be optimized by avoiding the reintersection with shared planes. These optimizations reduce memory consumption of the hierarchy by 37.5 percent with only a marginal impact on ray-shooting performance.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"191 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124457753","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}
{"title":"A Simple Algorithm for Managing Color in Global Tone Reproduction","authors":"P. Shirley, A. Robison, R. K. Morley","doi":"10.1080/2151237X.2011.610677","DOIUrl":"https://doi.org/10.1080/2151237X.2011.610677","url":null,"abstract":"Abstract Simple tone reproduction methods, such as the Reinhard global photographic tone-mapping operator, are popular methods for mapping high-dynamic range images to a low-dynamic range display. However, these methods deal mainly with how luminance is mapped; much less attention has been paid to how a full RGB color is produced. We introduce a simple method, inspired by traditional photography's use of polarizers to manage color, to map RGB colors when using global photographic operators for luminance. This method allows the user to trade off luminance for colorfulness, avoids unpredictable hue shifts and desaturation of the image, and guarantees that results lie in the RGB color cube without clamping.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132104795","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}
{"title":"Accurate Spectral Analysis of Two-Dimensional Point Sets","authors":"T. Schlömer, O. Deussen","doi":"10.1080/2151237X.2011.609773","DOIUrl":"https://doi.org/10.1080/2151237X.2011.609773","url":null,"abstract":"Abstract We investigate accuracy issues regarding the spectral analysis of two-dimensional point sets. We demonstrate the sensitivity of amplitude/power spectrum and radial statistics to the type of Fourier transform and formulate recommendations for crucial analysis and formatting parameters. The goal of these recommendations is to facilitate the comparison of different point-set generation methods with respect to their spectral characteristics.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124542265","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}
{"title":"On the Evaluation of the Complex-Valued Exponential Integral","authors":"Vincent Pegoraro, P. Slusallek","doi":"10.1080/2151237X.2011.617177","DOIUrl":"https://doi.org/10.1080/2151237X.2011.617177","url":null,"abstract":"Abstract Although its applications span a broad scope of scientific fields ranging from applied physics to computer graphics, the exponential integral is a nonelementary special function available in specialized software packages but not in standard libraries, consequently requiring custom implementations on most platforms. In this paper, we provide a concise and comprehensive description of how to evaluate the complex-valued exponential integral. We first introduce some theoretical background on the main characteristics of the function, and outline available third-party proprietary implementations. We then provide an analysis of the various known representations of the function and present an effective algorithm allowing the computation of results within a desired accuracy, together with the corresponding pseudocode in order to facilitate portability onto various systems. An application to the calculation of the closed-form solution to single light scattering in homogeneous participating media illustrates the practical benefits of the provided implementation with the hope that, in the long term, the latter will contribute to standardizing the availability of the complex-valued exponential integral on graphics platforms.","PeriodicalId":354935,"journal":{"name":"Journal of Graphics, GPU, and Game Tools","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114406201","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}