5874
Tim Horton
High-particle-count simulations are becoming increasingly crucial in many different aspects of our world today: both in entertainment – within video games, movies, and the like – and in scientific fields, where particle systems are capable of simulating and visualizing many interesting phenomena. This paper will explore the possibility of parallelizing the simulation of these large […]
Konstantine Iourcha, Jason C. Yang, Andrew Pomianowski
The latest generation of graphics hardware provides direct access to multisample anti-aliasing (MSAA) rendering data. By taking advantage of these existing pixel subsample values, an intelligent reconstruction filter can be computed using programmable GPU shader units. This paper describes an adaptive anti-aliasing (AA) filter for real-time rendering on the GPU. Improved quality is achieved by […]
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