[图书][B] Real-time rendering
T Akenine-Moller, E Haines, N Hoffman - 2019 - taylorfrancis.com
Thoroughly revised, this third edition focuses on modern techniques used to generate
synthetic three-dimensional images in a fraction of a second. With the advent of …
synthetic three-dimensional images in a fraction of a second. With the advent of …
Larrabee: a many-core x86 architecture for visual computing
L Seiler, D Carmean, E Sprangle, T Forsyth… - ACM Transactions on …, 2008 - dl.acm.org
This paper presents a many-core visual computing architecture code named Larrabee, a
new software rendering pipeline, a manycore programming model, and performance …
new software rendering pipeline, a manycore programming model, and performance …
Multi-fragment effects on the GPU using the k-buffer
Many interactive rendering algorithms require operations on multiple fragments (ie, ray
intersections) at the same pixel location: however, current Graphics Processing Units …
intersections) at the same pixel location: however, current Graphics Processing Units …
Efficient depth peeling via bucket sort
F Liu, MC Huang, XH Liu, EH Wu - Proceedings of the Conference on …, 2009 - dl.acm.org
In this paper we present an efficient algorithm for multi-layer depth peeling via bucket sort of
fragments on GPU, which makes it possible to capture up to 32 layers simultaneously with …
fragments on GPU, which makes it possible to capture up to 32 layers simultaneously with …
[PDF][PDF] Stochastic rasterization using time-continuous triangles
We present a novel algorithm for stochastic rasterization which can rasterize triangles with
attributes depending on a parameter, t, varying continuously from t= 0 to t= 1 inside a single …
attributes depending on a parameter, t, varying continuously from t= 0 to t= 1 inside a single …
Freepipe: a programmable parallel rendering architecture for efficient multi-fragment effects
F Liu, MC Huang, XH Liu, EH Wu - Proceedings of the 2010 ACM …, 2010 - dl.acm.org
In the past decade, modern GPUs have provided increasing programmability with vertex,
geometry and fragment shaders. However, many classical problems have not been …
geometry and fragment shaders. However, many classical problems have not been …
RenderAnts: interactive Reyes rendering on GPUs
We present RenderAnts, the first system that enables interactive Reyes rendering on GPUs.
Taking RenderMan scenes and shaders as input, our system first compiles RenderMan …
Taking RenderMan scenes and shaders as input, our system first compiles RenderMan …
Multi-layer depth peeling via fragment sort
We present an accelerated depth peeling algorithm for order-independent transparency
rendering on graphics hardware. Unlike traditional depth peeling which only peels one layer …
rendering on graphics hardware. Unlike traditional depth peeling which only peels one layer …
Out‐of‐core data management for path tracing on hybrid resources
We present a software system that enables path‐traced rendering of complex scenes. The
system consists of two primary components: an application layer that implements the basic …
system consists of two primary components: an application layer that implements the basic …
Reducing shading on GPUs using quad-fragment merging
Current GPUs perform a significant amount of redundant shading when surfaces are
tessellated into small triangles. We address this inefficiency by augmenting the GPU …
tessellated into small triangles. We address this inefficiency by augmenting the GPU …