We propose a generalized approach to decoupling shading from visibility sampling in graphics pipelines, which we call decoupled sampling. Decoupled sampling enables stochastic supersampling of motion and defocus blur at reduced shading cost, as well as controllable or adaptive shading rates which trade off shading quality for performance. It can be thought of as a generalization of multisample antialiasing (MSAA) to support complex and dynamic mappings from visibility to shading samples, as introduced by motion and defocus blur and adaptive shading. It works by defining a many-to-one hash from visibility to shading samples, and using a buffer to memoize shading samples and exploit reuse across visibility samples. Decoupled sampling is inspi...
Abstract. Antialiasing is a necessary component of any high quality renderer. An antialiased image i...
The sampling of functions is one of the most fundamental tasks in computer graphics, and occurs in a...
In real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the...
We propose decoupled sampling, an approach that decouples shading from visibility sampling in order ...
Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. T...
When rendering effects such as motion blur and defocus blur, shading can become very expensive if do...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
International audienceThis paper presents a novel and fast technique to combine interleaved sampling...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
We present a novel aggressive visibility preprocessing technique for general 3D scenes. Our techniqu...
Figure 1: Our streaming compression algorithm reduces the memory usage and shading costs associated ...
Post-processing antialiasing methods are well suited for deferred shading because they decouple anti...
We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our ...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
Abstract. Antialiasing is a necessary component of any high quality renderer. An antialiased image i...
The sampling of functions is one of the most fundamental tasks in computer graphics, and occurs in a...
In real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the...
We propose decoupled sampling, an approach that decouples shading from visibility sampling in order ...
Figure 1: Decoupled deferred shading enables efficient shading reuse for stochastic rasterization. T...
When rendering effects such as motion blur and defocus blur, shading can become very expensive if do...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
International audienceThis paper presents a novel and fast technique to combine interleaved sampling...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
We present a novel aggressive visibility preprocessing technique for general 3D scenes. Our techniqu...
Figure 1: Our streaming compression algorithm reduces the memory usage and shading costs associated ...
Post-processing antialiasing methods are well suited for deferred shading because they decouple anti...
We present a novel visibility algorithm for rendering motion blur with per-pixel anti-aliasing. Our ...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
Figure 1: The CITADEL 1 scene, rendered at 2560×1440 with pixel-rate shading (PS) on the left and co...
Abstract. Antialiasing is a necessary component of any high quality renderer. An antialiased image i...
The sampling of functions is one of the most fundamental tasks in computer graphics, and occurs in a...
In real-time rendering, a 3D scene is modelled with meshes of triangles that the GPU projects to the...