Abstract | ||
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This paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates---for the first time, with a full stochastic technique---real-time performance on conventional GPU architectures for complex scenes at 1920×1080 HD resolution. The algorithm operates on dynamic triangle meshes for which per-vertex velocity or corresponding vertices from the previous frame are available. It leverages multisample antialiasing (MSAA) and a tight space-time-aperture convex hull to efficiently evaluate visibility independently of shading. For triangles whose motion crosses the camera plane, we present a novel 2D bounding box algorithm that we conjecture is conservative. The sampling algorithm further reduces sample variance within primitives by integrating textures according to ray differentials in time and aperture.
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Year | Venue | Keywords |
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2010 | High Performance Graphics | shadows,noise,cryptographic hash |
Field | DocType | ISBN |
Aperture,Minimum bounding box algorithms,Computer vision,Visibility,Hybrid algorithm,Polygon mesh,Computer science,Parallel computing,Convex hull,Artificial intelligence,Rendering (computer graphics),OpenGL | Conference | 978-1-4503-0896-0 |
Citations | PageRank | References |
27 | 1.13 | 10 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
michael mcguire | 1 | 27 | 1.13 |
Eric Enderton | 2 | 110 | 7.43 |
Peter Shirley | 3 | 4732 | 426.39 |
David Luebke | 4 | 2196 | 140.84 |