This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in an interactive rendering application. Our basic strategy is to evaluate the shading in a low resolution buffer and, in a second rendering pass, resample this buffer at the desired screen resolution. The size of the lower resolution buffer provides a trade-off between rendering time and the level of detail in the final shading. In order to reduce approximation error we use a feature-preserving reconstruction technique that more faithfully approximates the shading near depth and normal discontinuities. We also demonstrate how intermediate components of the shading can be selectively resized to provide finer-grained control over resource allocat...
An automatically-generated preview at 914x389 resolution with 13x13 supersampling for a scene featur...
Achieving interactive frame rates for the lowest common denominator of graph-ics hardware (without c...
One of the main techniques used by software renderers to produce stunningly realistic images is prog...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
This paper presents a new interactive rendering and display technique for complex scenes with expens...
We propose an adaptive form of frameless rendering with the potential to dramatically increase rende...
We propose an adaptive form of frameless rendering with the potential to dramatically increase rende...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. T...
Abstract In this paper we present a novel real-time cartoon-style rendering approach, which targets ...
The field of computer graphics refers to the use of computers to generate realistic-looking images f...
An automatically-generated preview at 914x389 resolution with 13x13 supersampling for a scene featur...
Achieving interactive frame rates for the lowest common denominator of graph-ics hardware (without c...
One of the main techniques used by software renderers to produce stunningly realistic images is prog...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
Effects such as global illumination, caustics, defocus and motion blur are an integral part of gener...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
In this paper, we propose a new class of hierarchical depth test which saves memory bandwidth in 3D ...
This paper presents a new interactive rendering and display technique for complex scenes with expens...
We propose an adaptive form of frameless rendering with the potential to dramatically increase rende...
We propose an adaptive form of frameless rendering with the potential to dramatically increase rende...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. T...
Abstract In this paper we present a novel real-time cartoon-style rendering approach, which targets ...
The field of computer graphics refers to the use of computers to generate realistic-looking images f...
An automatically-generated preview at 914x389 resolution with 13x13 supersampling for a scene featur...
Achieving interactive frame rates for the lowest common denominator of graph-ics hardware (without c...
One of the main techniques used by software renderers to produce stunningly realistic images is prog...