Technical Papers

GPU Rendering

Tuesday, 27 July | 2:00 PM - 3:30 PM | Room 408 AB
Session Chair: Sylvain Lefebvre, REVES/INRIA Sophie-Antipolis
Micropolygon Ray Tracing With Defocus and Motion Blur

A micropolygon ray tracing algorithm that is capable of efficiently rendering high-quality defocus and motion-blur effects.

Qiming Hou
Tsinghua University

Hao Qin
Zhejiang University

Wenyao Li
Zhejiang University

Baining Guo
Microsoft Research Asia

Kun Zhou
Zhejiang University

Real-Time Lens Blur Effects and Focus Control

This novel rendering system for focus control and lens-blur effects supports physically based rendering and outperforms previous approaches by involving a novel GPU-based tracing method. The method is more general and can integrate advanced simulations, such as simple geometric lens models, lens aberrations, and various artistic effects.

Sungkil Lee
Max-Planck-Institut für Informatik

Elmar Eisemann
Max-Planck-Institut für Informatik, Universität des Saarlandes

Hans-Peter Seidel
Max-Planck-Institut für Informatik

OptiX: A General Purpose Ray Tracing Engine

This paper presents the design and implementation of the OptiX engine, a programmable architecture for interactive parallel ray tracing. By exposing a small set of programmable operations for ray generation, material shading, object intersection, and scene traversal, OptiX enables a diverse set of rendering and non-rendering algorithms.

Steven Parker
NVIDIA Corporation

James Bigler
NVIDIA Corporation

Andreas Dietrich
NVIDIA Corporation

Heiko Friedrich
NVIDIA Corporation

Jared Hoberock
NVIDIA Corporation

David Luebke
NVIDIA Corporation

David McAllister
NVIDIA Corporation

Morgan McGuire
NVIDIA Corporation

R. Keith Morley
NVIDIA Corporation

Austin Robison
NVIDIA Corporation

Martin Stich
NVIDIA Corporation

Reducing Shading on GPUs using Quad-Fragment Merging

Modification of the GPU pipeline to merge fragments generated by rasterization into a single fragment for shading. This optimization significantly decreases the amount of shading work performed when rendering high-quality surfaces represented using micropolygons.

Kayvon Fatahalian
Stanford University

Solomon Boulos
Stanford University

James Hegarty
Stanford University

Kurt Akeley
Microsoft Research

William R. Mark
Intel Corporation

Henry Moreton
NVIDIA Corporation

Pat Hanrahan
Stanford University

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