This paper proposes a massively parallel hardware architecture for efficient tracing of incoherent rays, e.g. for global illumination. The general approach is centered around hier...
We present a rasterizer, based on time-dependent edge equations, that computes analytical visibility in order to render accurate motion blur. The theory for doing the computations...
Carl Johan Gribel, Michael C. Doggett, Tomas Akeni...
Random numbers are extensively used on the GPU. As more computation is ported to the GPU, it can no longer be treated as rendering hardware alone. Random number generators (RNG) a...
Current GPUs rasterize micropolygons (polygons approximately one pixel in size) inefficiently. Additionally, they do not natively support triangle rasterization with jittered samp...
The k-D tree is a well-studied acceleration data structure for ray tracing. It is used to organize primitives in a scene to allow efficient execution of intersection operations be...
Byn Choi, Rakesh Komuravelli, Victor Lu, Hyojin Su...
We modify the Reyes object-space shading approach to address two inefficiencies that result from performing shading calculations at micropolygon grid vertices prior to rasterizati...
Christopher A. Burns, Kayvon Fatahalian, William R...
While a number of different shading languages have been developed, their efficient integration into an existing renderer is notoriously difficult, often boiling down to implementi...
Ralf Karrenberg, Dmitri Rubinstein, Philipp Slusal...
A ray cast algorithm utilizing a hierarchical acceleration structure needs to perform a tree traversal in the hierarchy. In its basic form, executing the traversal requires a stac...