We present an efficient runtime cache to accelerate the display of procedurally displaced and textured implicit surfaces, exploiting spatio-temporal coherence between consecutive frames. We cache evaluations of implicit textures covering a conceptually infinite space. Rotating objects, zooming onto surfaces, and locally deforming shapes now requires minor cache updates per frame and benefits from mostly cached values, avoiding expensive re-evaluations. A novel parallel hashing scheme supports arbitrarily large data records and allows for an automated deletion policy: new information may evict information no longer required from the cache, resulting in an efficient usage. This sets our solution apart from previous caching techniques, which d...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
In this paper we present a software approach to managing complexity for haptic rendering of large-sc...
International audienceWe present an e cient runtime cache to accelerate the display of procedurally ...
Figure 1: Three example scenes rendered using sample caching. Using caching during walkthrough anima...
Figure 1: Some images of our massive procedural world. Although quite simple, the entire scene has a...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
This thesis explores the possibility of exchanging regular textures with procedural textures. It f...
Techniques to evaluate a program’s cache performance fall into two camps: 1. Traditional trace-base...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
International audienceAbstract:Complex implicit CSG models can be represented hierarchically as a tr...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
Fig. 1. Images produced by ray tracing two scenes while using the proposed ray-caching textures for ...
International audienceInteractive rendering requires rapid visual feedback. The render cache is a ne...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
In this paper we present a software approach to managing complexity for haptic rendering of large-sc...
International audienceWe present an e cient runtime cache to accelerate the display of procedurally ...
Figure 1: Three example scenes rendered using sample caching. Using caching during walkthrough anima...
Figure 1: Some images of our massive procedural world. Although quite simple, the entire scene has a...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
This thesis explores the possibility of exchanging regular textures with procedural textures. It f...
Techniques to evaluate a program’s cache performance fall into two camps: 1. Traditional trace-base...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
International audienceAbstract:Complex implicit CSG models can be represented hierarchically as a tr...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
Fig. 1. Images produced by ray tracing two scenes while using the proposed ray-caching textures for ...
International audienceInteractive rendering requires rapid visual feedback. The render cache is a ne...
We present a novel method for computing cache-oblivious layouts of large meshes that improve the per...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
In this paper we present a software approach to managing complexity for haptic rendering of large-sc...