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8. High Performance Graphics 2016: Dublin, Ireland
- David Luebke, Steven Molnar:
Proceedings of High Performance Graphics, HPG 2016, Dublin, Ireland, June 20-22, 2016. Eurographics Association 2016, ISBN 978-3-03868-008-6
Hidden surfaces
- Chris Wyman:
Exploring and expanding the continuum of OIT algorithms. 1-11 - Apollo I. Ellis, Warren Hunt, John C. Hart:
SVGPU: real time 3D rendering to vector graphics formats. 13-21 - Jon Hasselgren, Magnus Andersson, Tomas Akenine-Möller:
Masked software occlusion culling. 23-31
Better BVHs
- Karthikeyan Vaidyanathan, Tomas Akenine-Möller, Marco Salvi:
Watertight ray traversal with reduced precision. 33-40 - Nikolaus Binder, Alexander Keller:
Efficient stackless hierarchy traversal on GPUs with backtracking in constant time. 41-50 - Gabor Liktor, Karthikeyan Vaidyanathan:
Bandwidth-efficient BVH layout for incremental hardware traversal. 51-61
Fast GI
- Kostas Vardis, Andreas-Alexandros Vasilakis, Georgios Papaioannou:
DIRT: deferred image-based ray tracing. 63-73 - Pierre Moreau, Erik Sintorn, Viktor Kämpe, Ulf Assarsson, Michael C. Doggett:
Photon splatting using a view-sample cluster hierarchy. 75-85 - Michael Mara, Morgan McGuire, Derek Nowrouzezahrai, David P. Luebke:
Deep g-buffers for stable global illumination approximation. 87-98
Ray tracing
- Hauke Rehfeld, Carsten Dachsbacher:
Lightcut interpolation. 99-108 - Rama Karl Hoetzlein:
GVDB: raytracing sparse voxel database structures on the GPU. 109-117 - Attila T. Áfra, Carsten Benthin, Ingo Wald, Jacob Munkberg:
Local shading coherence extraction for SIMD-efficient path tracing on CPUs. 119-128 - Hendrik Hochstetter, Jens Orthmann, Andreas Kolb:
Adaptive sampling for on-the-fly ray casting of particle-based fluids. 129-138
Textures and shading
- Alexander Reshetov, David Luebke:
Infinite resolution textures. 139-150 - Anton S. Kaplanyan, Stephan Hill, Anjul Patney, Aaron E. Lefohn:
Filtering distributions of normals for shading antialiasing. 151-162
VR and GPU compute
- Robert Toth, Jim Nilsson, Tomas Akenine-Möller:
Comparison of projection methods for rendering virtual reality. 163-171 - Daniel Thuerck, Michael Waechter, Sven Widmer, Max von Bülow, Patrick Seemann, Marc E. Pfetsch, Michael Goesele:
A fast, massively parallel solver for large, irregular pairwise Markov random fields. 173-183
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