Browsing by Author "Morrical, Nathan"
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Item RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location(The Eurographics Association, 2019) Wald, Ingo; Usher, Will; Morrical, Nathan; Lediaev, Laura; Pascucci, Valerio; Steinberger, Markus and Foley, TimWe explore a first proof-of-concept example of creatively using the Turing generation's hardware ray tracing cores to solve a problem other than classical ray tracing, specifically, point location in unstructured tetrahedral meshes. Starting with a CUDA reference method, we describe and evaluate three different approaches to reformulate this problem in a manner that allows it to be mapped to these new hardware units. Each variant replaces the simpler problem of point queries with the more complex one of ray queries; however, thanks to hardware acceleration, these approaches are actually faster than the reference method.Item Spatiotemporal Blue Noise Masks(The Eurographics Association, 2022) Wolfe, Alan; Morrical, Nathan; Akenine-Möller, Tomas; Ramamoorthi, Ravi; Ghosh, Abhijeet; Wei, Li-YiBlue noise error patterns are well suited to human perception, and when applied to stochastic rendering techniques, blue noise masks can minimize unwanted low-frequency noise in the final image. Current methods of applying different blue noise masks to each rendered frame result in either white noise frequency spectra temporally, and thus poor convergence and stability, or lower quality spatially. We propose novel blue noise masks that retain high quality blue noise spatially, yet when animated produce values at each pixel that are well distributed over time. To do so, we create scalar valued masks by modifying the energy function of the void and cluster algorithm. To create uniform and nonuniform vector valued masks, we make the same modifications to the blue-noise dithered sampling algorithm. These masks exhibit blue noise frequency spectra in both the spatial and temporal domains, resulting in visually pleasing error patterns, rapid convergence speeds, and increased stability when filtered temporally. Since masks can be initialized with arbitrary sample sets, these improvements can be used on a large variety of problems, both uniformly and importance sampled. We demonstrate these improvements in volumetric rendering, ambient occlusion, and stochastic convolution. By extending spatial blue noise to spatiotemporal blue noise, we overcome the convergence limitations of prior blue noise works, enabling new applications for blue noise distributions. Usable masks and source code can be found at https://github.com/NVIDIAGameWorks/SpatiotemporalBlueNoiseSDK.