The 4th ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia
Conference 12-15 December • Exhibition 13-15 December • Hong Kong Convention & Exhibition Centre
 

Technical Papers

Shading and Shadows

Wednesday, 14 December 11:00 - 12:45 |  Convention Hall B

Session Chair
Tomoyuki Nishita

Image-based Bidirectional Scene Reprojection - Picture

Image-based Bidirectional Scene Reprojection


We introduce a general purpose method for increasing the frame rate of real-time rendering applications by reconstructing intermediate frames from a pair of consecutive rendered frames.


Lei Yang, The Hong Kong University of Science and Technology
Yu-Chiu Tse, The Hong Kong University of Science and Technology
Pedro Sander, The Hong Kong University of Science and Technology
Jason Lawrence, University of Virginia
Diego Nehab, National Institute for Pure and Applied Mathematics
Hugues Hoppe, Microsoft Research
Clara L. Wilkins, University of Washington


A Shading Reuse Method for Efficient Micropolygon Ray Tracing - Picture

A Shading Reuse Method for Efficient Micropolygon Ray Tracing


We present a shading reuse method for efficient micropolygon ray tracing.


Qiming Hou, Zhejiang University
Kun Zhou, Zhejiang University


Genetic Programming for Shader Simplification - Picture

Genetic Programming for Shader Simplification


This paper presents a genetic programming framework for automatic pixel shader simplification and optimization. Our approach is powerful, producing shaders that are more computationally efficient and more visually faithful than previous work. Our approach is also general, supporting multi-pass shaders and perceptual-based error metrics.


Pitchaya Sitthi-amorn, University of Virginia
Nicholas Modly, University of Virginia
Westley Weimer, University of Virginia
Jason Lawrence, University of Virginia


An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects using per-triangle Shadow Volumes - Picture

An Efficient Alias-free Shadow Algorithm for Opaque and Transparent Objects using per-triangle Shadow Volumes


This paper presents a novel method for pixel-accurate shadows from point light-sources in real-time. It efficiently handles triangle soups, and supports textured and colored semi-transparent shadow-casters. It has a very small memory footprint and combines many of the strengths of shadow maps and shadow volumes.


Erik Sintorn, Chalmers University Of Technology
Ola Olsson, Chalmers University Of Technology
Ulf Assarsson, Chalmers University Of Technology