{"id":3284,"date":"2011-03-20T20:55:50","date_gmt":"2011-03-20T20:55:50","guid":{"rendered":"http:\/\/hgpu.org\/?p=3284"},"modified":"2011-03-20T20:55:50","modified_gmt":"2011-03-20T20:55:50","slug":"real-time-stochastic-rasterization-on-conventional-gpu-architectures","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=3284","title":{"rendered":"Real-time Stochastic Rasterization on Conventional GPU Architectures"},"content":{"rendered":"<p>This paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates&#8212;for the first time, with a full stochastic technique&#8212;real-time performance on conventional GPU architectures for complex scenes at 1920&#215;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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates&#8212;for the first time, with a full stochastic technique&#8212;real-time performance on conventional GPU architectures for complex scenes at 1920&#215;1080 HD resolution. The algorithm operates on dynamic triangle meshes for which per-vertex velocity or corresponding vertices from [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[180,36,11,3],"tags":[1797,1787,1782,20,234,182],"class_list":["post-3284","post","type-post","status-publish","format-standard","hentry","category-3d-graphics-and-realism","category-algorithms","category-computer-science","category-paper","tag-3d-graphics-and-realism","tag-algorithms","tag-computer-science","tag-nvidia","tag-nvidia-geforce-gtx-280","tag-opengl"],"views":2016,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3284","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=3284"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3284\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3284"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3284"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3284"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}