Friday, 30 November 11:00 - 13:00 | Peridot 206
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Depth-Presorted Triangle ListsWe present a novel approach for real-time rendering of static 3D models front-to-back or back-to-front relative to any view direction. The approach renders depth-sorted triangles using a single draw call. Applications include order-independent transparency and overdraw elimination. Ge Chen, Hong Kong University of Science and Technology |
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Softshell: Dynamic Scheduling on GPUsWe present Softshell, a novel execution model for GPUs, featuring dynamic work generation on the GPU, a three-tier dynamic scheduler supporting real-time scheduling, and the ability to influence work already submitted for parallel execution. Using Softshell, algorithms with a relatively low local degree of parallelism can execute efficiently. Markus Steinberger, Graz University of Technology |
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High-Quality Curve Rendering using Line Sampled VisibilityComputing accurate visibility for thin primitives, such as hair strands, fur, grass, at all scales remains difficult or expensive. We present an efficient visibility algorithm based on spatial line sampling, and a novel intersection algorithm between line sample planes and Bézier splines with varying thickness. Rasmus Barringer, Lund University |
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Axis-Aligned Filtering for Interactive Sampled Soft ShadowsWe develop an efficient method for soft shadows from planar area light sources, based on raytracing, followed by adaptive image-space filtering. Our technical approach derives from recent work on frequency analysis and sheared 4D filtering for offline soft shadows. We develop the theoretical analysis to consider axis-aligned filtering. Soham Uday Mehta, University of California, Berkeley |
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Foveated 3D GraphicsHuman vision is sharper in the center than in the periphery. Our system tracks the user's gaze and renders the just the area around the gaze point at high resolution. The result appears to be full resolution to the user but is 5-6 times faster to compute. Brian Guenter, Microsoft |