Zobrazeno 1 - 9
of 9
pro vyhledávání: '"Holger Gruen"'
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 3:1-12
We propose an easy and simple-to-integrate approach to accelerate ray tracing of alpha-tested transparent geometry with a focus on Microsoft® DirectX® or Vulkan® ray tracing extensions. Pre-computed bit masks are used to quickly determine fully tr
Autor:
Holger Gruen
Publikováno v:
Ray Tracing Gems II ISBN: 9781484271841
Ray tracing techniques in today's game engines need to coexist with rasterization techniques in hybrid rendering pipelines. In the same throw, level of detail (LOD) techniques that are used to bring down the cost of rasterization need to be matched b
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::1eb1f21382bd0f107b9be3c123941ecd
https://doi.org/10.1007/978-1-4842-7185-8_26
https://doi.org/10.1007/978-1-4842-7185-8_26
Publikováno v:
Ray Tracing Gems ISBN: 9781484244265
In this chapter, we discuss a pragmatic approach to real-time supersampling that extends commonly used temporal antialiasing techniques with adaptive ray tracing. The algorithm conforms to the constraints of a commercial game engine, removes blurring
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::f3a59c68672c072848b093fdffbcb031
https://doi.org/10.1007/978-1-4842-4427-2_22
https://doi.org/10.1007/978-1-4842-4427-2_22
Autor:
Holger Gruen
Publikováno v:
GPU Pro 360 ISBN: 9781351208352
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::0c97074762d177a48e1fe715b1b8839e
https://doi.org/10.1201/9781351208352-2
https://doi.org/10.1201/9781351208352-2
Autor:
Holger Gruen
Publikováno v:
GPU Pro 360 ISBN: 9781351208352
GPU Pro 360
GPU Pro 360
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::ca22e514b7e677c8bb6396ff0d587fd5
https://doi.org/10.1201/9781351208352-1
https://doi.org/10.1201/9781351208352-1
Publikováno v:
High Performance Graphics
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 tracin
Autor:
Holger Gruen
Publikováno v:
GPU Pro 360 ISBN: 9780203705179
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::94ad3bce1b0997c3c7d2c68d67b43cbb
https://doi.org/10.1201/b22483-8
https://doi.org/10.1201/b22483-8