Zobrazeno 1 - 10
of 11
pro vyhledávání: '"Kai Selgrad"'
Publikováno v:
Computer Graphics Forum. 40:110-123
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 1:1-17
Subdivision surfaces, especially with displacement, are one of the key modeling primitives used in high-quality rendering environments, such as, e.g., movie production. While their use easily maps to rasterization-based frameworks, they pose a signif
Publikováno v:
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 1:1-17
In this paper we present a scattering-based method to compute high quality depth of field in real time. Relying on multiple layers of scene data, our method naturally supports settings with partial occlusion, an important effect that is often disrega
Publikováno v:
High Performance Graphics
In this paper we describe and evaluate an implementation of CPU-style SIMD ray traversal on the GPU. We show how spreading moderately wide BVHs (up to a branching factor of eight) across multiple threads in a warp can improve performance while not re
Publikováno v:
High Performance Graphics
In this paper we present a method for fast screen-space ray tracing. Single-layer screen-space ray marching is an established tool in high-performance applications, such as games, where plausible and appealing results are more important than strictly
Publikováno v:
Computer Graphics Forum. 34:205-215
In this paper, we introduce a novel technique for pre-filtering multi-layer shadow maps. The occluders in the scene are stored as variable-length lists of fragments for each texel. We show how this representation can be filtered by progressively merg
Publikováno v:
PARS-Mitteilungen. 30:102-110
We present a novel approach that simulates human vision including visual defects such as glaucoma by temporal composition of human vision in real-time on the GPU. Therefore, we determine eye focus points every time step and adapt the lens accommodati
Publikováno v:
GPCE
Rendering performance is an everlasting goal of computer graphics and significant driver for advances in both, hardware architecture and algorithms. Thereby, it has become possible to apply advanced computer graphics technology even in low-cost embed
Publikováno v:
High Performance Graphics
A common way to ray trace subdivision surfaces is by constructing and traversing spatial hierarchies on top of tessellated input primitives. Unfortunately, tessellating surfaces requires a substantial amount of memory storage, and involves significan
Publikováno v:
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games.
We present a novel technique for rendering depth of field that addresses difficult overlap cases, such as close, but out-of-focus, geometry in the near-field. Such scene configurations are not managed well by state-of-the-art post-processing approach