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Anjul Patney, Stanley Tzeng, Kerry A. Seitz Jr., John D. Owens
We present Piko, a design framework for designing efficient programmable graphics pipelines. Piko is built around managing work granularity in a programmable and flexible manner, allowing programmers to build load-balanced parallel pipeline implementations, to exploit spatial and producer-consumer locality in the pipeline, and to explore tradeoffs between these considerations. Piko programmers describe a pipeline as […]
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Xingxing Zhu, Yangdong Deng
Ray tracing is a computer graphics rendering technique. Different from the traditional rasterization algorithm, the ray tracing algorithm simulate the realvision process. Being able to deliver highly realistic graphics effects, it has been considered as the fundamental graphics rendering mechanism for high-end applications and is also likely to be adopted as the work-horse of future […]
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Peter Mileff, Judit Dudra
The graphics processing unit (GPU) has become part of our everyday life through desktop computers and portable devices (tablets, mobile phones, etc.). Because of the dedicated hardware visualization has been significantly accelerated and today’s software uses only the GPU for rasterization. Besides the graphical devices, the central processing unit (CPU) has also made remarkable progress. […]
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Cheuk Yiu Ip, M. Adil Yalcin, David Luebke, Amitabh Varshney
We present PixelPie, a highly parallel geometric formulation of the Poisson-disk sampling problem on the graphics pipeline. Traditionally, generating a distribution by throwing darts and removing conflicts has been viewed as an inherently sequential process. In this paper, we present an efficient Poisson-disk sampling algorithm that uses rasterization in a highly parallel manner. Our technique […]
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Christian Gunther, Thomas Kanzok, Lars Linsen, Paul Rosenthal
Direct rendering of large point clouds has become common practice in architecture and archaeology in recent years. Due to the high point density no meshes are reconstructed from the scanning data, but the points can be rendered directly as primitives of a graphics API like OpenGL. However, these APIs and the hardware, which they are […]
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Carson Brownlee
Ray tracing presents an efficient rendering algorithm for scientific visualization using common visualization tools and scales with increasingly large geometry counts while allowing for accurate physically-based visualization and analysis, which enables enhanced rendering and new visualization techniques. Interactivity is of great importance for data exploration and analysis in order to gain insight into large-scale data. […]
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J. Bikker
This thesis describes efficient rendering algorithms based on ray tracing, and the application of these algorithms to real-time games. Compared to rasterizationbased approaches, rendering based on ray tracing allows elegant and correct simulation of important global effects, such as shadows, reflections and refractions. The price for these benefits is performance: ray tracing is compute-intensive. This […]
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Joel Ek
This report documents implementation details, results, benchmarks and technical discussions for the work carried out within a master’s thesis at Linkoping University. Within the master’s thesis, the field of software rendering is explored in the age of parallel computing. Using the Open Computing Language, a complete graphics pipeline was implemented for use on general processing […]
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F. Reichl, M.G. Chajdas, K. Burger, R. Westermann
The performance of rasterization-based rendering on current GPUs strongly depends on the abilities to avoid overdraw and to prevent rendering triangles smaller than the pixel size. Otherwise, the rates at which high-resolution polygon models can be displayed are affected significantly. Instead of trying to build these abilities into the rasterization-based rendering pipeline, we propose an […]
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Peter Mileff, Judit Dudra
The market of computer graphics is dominated by GPU based technologies. However today’s fast central processing units (CPU) based on modern architectural design offer new opportunities in the field of classical software rendering. Because the technological development of the GPU architecture almost reached the limits in the field of the programming model, the CPU-based solutions […]
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Ryan Daniel Schmitt
Traditional global illumination lighting techniques like Radiosity and Monte Carlo sampling are computationally expensive. This has prompted the development of the Point-Based Color Bleeding (PBCB) algorithm by Pixar in order to approximate complex indirect illumination while meeting the demands of movie production; namely, reduced memory usage, surface shading independent run time, and faster renders than […]
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Nick Feeney
The main goal of this project was to explore the possibility of applying CUDA to the Point Based Color Bleeding global illumination algorithm. This project tackled the creation of surfels, the storage of surfels in an octree, representation of an octree in CUDA, and the transversal of an octree in CUDA. Future work will include […]
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