3284

Real-time Stochastic Rasterization on Conventional GPU Architectures

M McGuire, E Enderton, P Shirley, D Luebke
NVIDIA
Proceedings of the Conference on High Performance Graphics, HPG ’10, Publisher: Eurographics Association, Pages: 173-182

@conference{mcguire2010real,

   title={Real-time stochastic rasterization on conventional GPU architectures},

   author={McGuire, M. and Enderton, E. and Shirley, P. and Luebke, D.},

   booktitle={Proceedings of the Conference on High Performance Graphics},

   pages={173–182},

   year={2010},

   organization={Eurographics Association}

}

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This paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates—for the first time, with a full stochastic technique—real-time performance on conventional GPU architectures for complex scenes at 1920×1080 HD resolution. The algorithm operates on dynamic triangle meshes for which per-vertex velocity or corresponding vertices from the previous frame are available. It leverages multisample antialiasing (MSAA) and a tight space-time-aperture convex hull to efficiently evaluate visibility independently of shading. For triangles whose motion crosses the camera plane, we present a novel 2D bounding box algorithm that we conjecture is conservative. The sampling algorithm further reduces sample variance within primitives by integrating textures according to ray differentials in time and aperture.
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