Zobrazeno 1 - 10
of 19
pro vyhledávání: '"Solomon Boulos"'
Autor:
Henry Packard Moreton, Solomon Boulos, William R. Mark, Kurt Akeley, James Hegarty, Pat Hanrahan, Kayvon Fatahalian
Publikováno v:
ACM Transactions on Graphics. 29:1-8
Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh.
Autor:
Steven G. Parker, Solomon Boulos, William R. Mark, Ingo Wald, Peter Shirley, Thiago Ize, Johannes Günther, Warren Hunt
Publikováno v:
Computer Graphics Forum. 28:1691-1722
Ray tracing has long been a method of choice for off-line rendering, but traditionally was too slow for interactive use. With faster hardware and algorithmic improvements this has recently changed, and real-time ray tracing is finally within reach. H
Publikováno v:
ACM Transactions on Graphics. 28:1-11
We introduce GRAMPS, a programming model that generalizes concepts from modern real-time graphics pipelines by exposing a model of execution containing both fixed-function and application-programmable processing stages that exchange data via queues.
Publikováno v:
IEEE Computer Graphics and Applications. 29:42-55
Designed for computer graphics, oRGB is a new color model based on opponent color theory. It works well for both HSV-style color selection and computational applications such as color transfer. oRGB also enables new applications such as a quantitativ
Publikováno v:
Computers & Graphics. 32:260-267
The modern graphics processing units (GPUs), found on almost every personal computer, use the z-buffer algorithm to compute visibility. Ray tracing, an alternative to the z-buffer algorithm, delivers higher visual quality than the z-buffer algorithm
Autor:
Solomon Boulos, Jared Johnson, Michael M. Stark, Michael Ashikhmin, Chris Wyman, Peter Shirley, Dave Edwards
Publikováno v:
ACM Transactions on Graphics. 25:1-18
We present a mathematical framework for enforcing energy conservation in a bidirectional reflectance distribution function (BRDF) by specifying halfway vector distributions in simple two-dimensional domains. Energy-conserving BRDFs can produce plausi
Publikováno v:
Parallel Computing. 31:221-242
We present recent results in the application of distributed shared memory to image parallel ray tracing on clusters. Image parallel rendering is traditionally limited to scenes that are small enough to be replicated in the memory of each node, becaus
Autor:
Kurt Akeley, Pat Hanrahan, Solomon Boulos, Kayvon Fatahalian, William R. Mark, Matthew Fisher
Publikováno v:
ACM SIGGRAPH Asia 2009 papers.
We present DiagSplit, a parallel algorithm for adaptively tessellating displaced parametric surfaces into high-quality, crack-free micropolygon meshes. DiagSplit modifies the split-dice tessellation algorithm to allow splits along non-isoparametric d
Publikováno v:
High Performance Graphics
Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. We design and analyze the costs of three alternative data-parallel algorithms for rasterizing micropolygon workloads for the real-time domain. First, we de
Publikováno v:
2008 IEEE Symposium on Interactive Ray Tracing.
While contemporary approaches to SIMD ray tracing typically rely on traversing packets of coherent rays through a binary data structure, we instead evaluate the alternative of traversing individual rays through a bounding volume hierarchy with a bran