Real-time Stochastic Rasterization on Conventional GPU Architectures
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}
}
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.
March 20, 2011 by hgpu