Edge aliasing continues to be one of the most prominent problems in real-time graphics, e.g., in games. We present a novel algorithm that uses shared memory between the GPU and the CPU so that these two units can work in concert to solve the edge aliasing problem rapidly. Our system renders the scene as usual on the GPU with one sample per pixel. At the same time, our novel edge aliasing algorithm is executed asynchronously on the CPU. First, a sparse set of important pixels is created. This set may include pixels with geometric silhouette edges, discontinuities in the frame buffer, and pixels/polygons under user-guided artistic control. After that, the CPU runs our sparse rasterizer and fragment shader, which is parallel and SIMD:ified, an...
Context. Aliasing artifacts are a present problem in both the game industryand the movie industry. W...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
Due to complex shaders and high-resolution displays (particularly on mobile graphics platforms), fra...
We describe a parallel rendering method based on the adaptive supersampling technique to produce ant...
We present a novel implementation of adaptive shadow maps (ASMs) that performs all shadow lookups an...
Multi-sample anti-aliasing is a popular technique for reducing geometric aliasing (jagged edges) and...
We present a novel implementation of adaptive shadow maps (ASMs) that performs all shadow lookups an...
Figure 1: Large image rendered with Agregate G-Buffer Anti-Aliasing (AGAA). The AGAA results (red ou...
This paper presents resolution-matched shadow maps (RMSM), a modified adaptive shadow map (ASM) algo...
Original z-buffer method is a very efficient method for image generation. The limitation is that it ...
We present a hardware-accelerated method for rendering high quality, antialiased shadows using the s...
This paper presents a new rendering and display paradigm that uses both discontinuities (edges) and ...
Context. Aliasing is a long standing problem in computer graphics. It occurs as the graphics card is...
Modern GPUs have evolved to the point where they now offer a generality of programming that rivals C...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Context. Aliasing artifacts are a present problem in both the game industryand the movie industry. W...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
Due to complex shaders and high-resolution displays (particularly on mobile graphics platforms), fra...
We describe a parallel rendering method based on the adaptive supersampling technique to produce ant...
We present a novel implementation of adaptive shadow maps (ASMs) that performs all shadow lookups an...
Multi-sample anti-aliasing is a popular technique for reducing geometric aliasing (jagged edges) and...
We present a novel implementation of adaptive shadow maps (ASMs) that performs all shadow lookups an...
Figure 1: Large image rendered with Agregate G-Buffer Anti-Aliasing (AGAA). The AGAA results (red ou...
This paper presents resolution-matched shadow maps (RMSM), a modified adaptive shadow map (ASM) algo...
Original z-buffer method is a very efficient method for image generation. The limitation is that it ...
We present a hardware-accelerated method for rendering high quality, antialiased shadows using the s...
This paper presents a new rendering and display paradigm that uses both discontinuities (edges) and ...
Context. Aliasing is a long standing problem in computer graphics. It occurs as the graphics card is...
Modern GPUs have evolved to the point where they now offer a generality of programming that rivals C...
Over the last 10-15 years, computer graphics hardware has evolved at a tremendous pace, with an expo...
Context. Aliasing artifacts are a present problem in both the game industryand the movie industry. W...
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonst...
Due to complex shaders and high-resolution displays (particularly on mobile graphics platforms), fra...