International audienceWe present an e cient 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 e cient usage. This sets our solution apart from previous caching tec...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
High-performance scientific computing relies increasingly on high-level large-scale object-oriented ...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
We present an efficient runtime cache to accelerate the display of procedurally displaced and textur...
Figure 1: Some images of our massive procedural world. Although quite simple, the entire scene has a...
Figure 1: Three example scenes rendered using sample caching. Using caching during walkthrough anima...
Techniques to evaluate a program’s cache performance fall into two camps: 1. Traditional trace-base...
International audienceInteractive rendering requires rapid visual feedback. The render cache is a ne...
In this paper we present a software approach to managing complexity for haptic rendering of large-sc...
International audienceAbstract:Complex implicit CSG models can be represented hierarchically as a tr...
This thesis explores the possibility of exchanging regular textures with procedural textures. It f...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
International audienceInteractive rendering often requires the use of simplified shading algorithms ...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
High-performance scientific computing relies increasingly on high-level large-scale object-oriented ...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
We present an efficient runtime cache to accelerate the display of procedurally displaced and textur...
Figure 1: Some images of our massive procedural world. Although quite simple, the entire scene has a...
Figure 1: Three example scenes rendered using sample caching. Using caching during walkthrough anima...
Techniques to evaluate a program’s cache performance fall into two camps: 1. Traditional trace-base...
International audienceInteractive rendering requires rapid visual feedback. The render cache is a ne...
In this paper we present a software approach to managing complexity for haptic rendering of large-sc...
International audienceAbstract:Complex implicit CSG models can be represented hierarchically as a tr...
This thesis explores the possibility of exchanging regular textures with procedural textures. It f...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
International audienceInteractive rendering often requires the use of simplified shading algorithms ...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
High-performance scientific computing relies increasingly on high-level large-scale object-oriented ...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...