We introduce a practical parallel technique to achieve real-time motion blur for textured and semi-transparent triangles with high accuracy using modern commodity GPUs. In our approach, moving triangles are represented as prisms. Each prism is bounded by the initial and final position of the triangle during one animation frame and three bilinear patches on the sides. Each prism covers a number of pixels for a certain amount of time according to its trajectory on the screen. We efficiently find, store and sort the list of prisms covering each pixel including the amount of time the pixel is covered by each prism. This information, together with the color, texture, normal, and transparency of the pixel, is used to resolve its final color. We d...
We present a novel GPU-based method for accelerating the visibility function computation of the ligh...
This article addresses the problem of real-time visual tracking in presence of complex motion blur. ...
This paper presents a novel method for generating pixel-accurate shadows from point light-sources in...
We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our ...
For motion blur of dynamic triangulated objects, it is common to construct a prism-like shape for ea...
Visibility testing is an integral part of many computer graphics algorithms. For example, algorithms...
We present a rasterizer, based on time-dependent edge equations, that computes analytical visibility...
While depth of field is an important cinematographic means, its use in real-time computer graphics i...
While depth of field is an important cinematographic means, its use in real-time computer graphics i...
While depth of field is an important cinematographic means, its use in real-time computer graphics i...
Rendering images of semi-transparent geometry representing e.g. windows, transparent cloth or archit...
Current commercial graphics cards do not offer fast enough special hardware to render camera effects...
Figure 1:We render temporally coherent motion blur without any motion artifacts, even on animation s...
We present a new method based on GPU acceleration for real-time transparency and translucency render...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
We present a novel GPU-based method for accelerating the visibility function computation of the ligh...
This article addresses the problem of real-time visual tracking in presence of complex motion blur. ...
This paper presents a novel method for generating pixel-accurate shadows from point light-sources in...
We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our ...
For motion blur of dynamic triangulated objects, it is common to construct a prism-like shape for ea...
Visibility testing is an integral part of many computer graphics algorithms. For example, algorithms...
We present a rasterizer, based on time-dependent edge equations, that computes analytical visibility...
While depth of field is an important cinematographic means, its use in real-time computer graphics i...
While depth of field is an important cinematographic means, its use in real-time computer graphics i...
While depth of field is an important cinematographic means, its use in real-time computer graphics i...
Rendering images of semi-transparent geometry representing e.g. windows, transparent cloth or archit...
Current commercial graphics cards do not offer fast enough special hardware to render camera effects...
Figure 1:We render temporally coherent motion blur without any motion artifacts, even on animation s...
We present a new method based on GPU acceleration for real-time transparency and translucency render...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
We present a novel GPU-based method for accelerating the visibility function computation of the ligh...
This article addresses the problem of real-time visual tracking in presence of complex motion blur. ...
This paper presents a novel method for generating pixel-accurate shadows from point light-sources in...