High-Performance Graphics 2016
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Browsing High-Performance Graphics 2016 by Subject "Picture/Image Generation"
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Item Adaptive Sampling for On-The-Fly Ray Casting of Particle-based Fluids(The Eurographics Association, 2016) Hochstetter, Hendrik; Orthmann, Jens; Kolb, Andreas; Ulf Assarsson and Warren HuntWe present a fast and accurate ray casting technique for unstructured and dynamic particle sets. Our technique focuses on efficient, high quality volume rendering of fluids for computer animation and scientific applications. Our novel adaptive sampling scheme allows to locally adjust sampling rates both along rays and in lateral direction and is driven by a user-controlled screen space error tolerance. In order to determine appropriate local sampling rates, we propose a sampling error analysis framework based on hierarchical interval arithmetic. We show that our approach leads to significant rendering speed-ups with controllable screen space errors. Efficient particle access is achieved using a sparse view-aligned grid which is constructed on-the-fly without any pre-processing.Item Efficient Stackless Hierarchy Traversal on GPUs with Backtracking in Constant Time(The Eurographics Association, 2016) Binder, Nikolaus; Keller, Alexander; Ulf Assarsson and Warren HuntThe fastest acceleration schemes for ray tracing rely on traversing a bounding volume hierarchy (BVH) for efficient culling and use backtracking, which in the worst case may expose cost proportional to the depth of the hierarchy in either time or state memory. We show that the next node in such a traversal actually can be determined in constant time and state memory. In fact, our newly proposed parallel software implementation requires only a few modifications of existing traversal methods and outperforms the fastest stack-based algorithms on GPUs. In addition, it reduces memory access during traversal, making it a very attractive building block for ray tracing hardware.Item Infinite Resolution Textures(The Eurographics Association, 2016) Reshetov, Alexander; Luebke, David; Ulf Assarsson and Warren HuntWe propose a new texture sampling approach that preserves crisp silhouette edges when magnifying during close-up viewing, and benefits from image pre-filtering when minifying for viewing at farther distances. During a pre-processing step, we extract curved silhouette edges from the underlying images. These edges are used to adjust the texture coordinates of the requested samples during magnification. The original image is then sampled-only once!-with the modified coordinates. The new technique provides a resolution-independent image representation capable of billions of texels per second on a mid-range graphics card.Item Watertight Ray Traversal with Reduced Precision(The Eurographics Association, 2016) Vaidyanathan, Karthik; Akenine-Möller, Tomas; Salvi, Marco; Ulf Assarsson and Warren HuntReduced precision bounding volume hierarchies and ray traversal can significantly improve the efficiency of ray tracing through low-cost dedicated hardware. A key approach to enabling reduced precision computations during traversal is to translate the ray origin closer to the bounding volume hierarchy node after each traversal step. However, this approach precludes sharing of intersection computations between a parent node and its two children, which is an important optimization. In this paper, we introduce a novel traversal algorithm that addresses this limitation and achieves a significant reduction in the computational complexity of traversal compared to previous approaches.We also include an analysis that shows how our algorithm guarantees watertight intersections which is a key requirement for robust image quality, especially with reduced precision traversal where numerical errors can be large.