Technical Papers

GPU's and Rendering

Friday, 30 November 11:00 - 13:00 |  Peridot 206

Depth-Presorted Triangle Lists - Picture

Depth-Presorted Triangle Lists

We present a novel approach for real-time rendering of static 3D models front-to-back or back-to-front relative to any view direction. The approach renders depth-sorted triangles using a single draw call. Applications include order-independent transparency and overdraw elimination.


Ge Chen, Hong Kong University of Science and Technology
Pedro Sander, Hong Kong University of Science and Technology
Diego Nehab, IMPA - Instituto Nacional de Matematica Pura e Aplicada
Lei Yang, Bosch Research
Liang Hu, Google


Softshell: Dynamic Scheduling on GPUs - Picture

Softshell: Dynamic Scheduling on GPUs

We present Softshell, a novel execution model for GPUs, featuring dynamic work generation on the GPU, a three-tier dynamic scheduler supporting real-time scheduling, and the ability to influence work already submitted for parallel execution. Using Softshell, algorithms with a relatively low local degree of parallelism can execute efficiently.


Markus Steinberger, Graz University of Technology
Bernhard Kainz, Graz University of Technology
Bernhard Kerbl, Graz University of Technology
Stefan Hauswiesner, Graz University of Technology
Michael Kenzel, Graz University of Technology
Dieter Schmalstieg, Graz University of Technology


High-Quality Curve Rendering using Line Sampled Visibility - Picture

High-Quality Curve Rendering using Line Sampled Visibility

Computing accurate visibility for thin primitives, such as hair strands, fur, grass, at all scales remains difficult or expensive. We present an efficient visibility algorithm based on spatial line sampling, and a novel intersection algorithm between line sample planes and Bézier splines with varying thickness.


Rasmus Barringer, Lund University
Carl Johan Gribel, Lund University
Tomas Akenine-Möller, Intel Corporation, Lund University


Axis-Aligned Filtering for Interactive Sampled Soft Shadows - Picture

Axis-Aligned Filtering for Interactive Sampled Soft Shadows

We develop an efficient method for soft shadows from planar area light sources, based on raytracing, followed by adaptive image-space filtering. Our technical approach derives from recent work on frequency analysis and sheared 4D filtering for offline soft shadows. We develop the theoretical analysis to consider axis-aligned filtering.


Soham Uday Mehta, University of California, Berkeley
Brandon Wang, University of California, Berkeley
Ravi Ramamoorthi, University of California, Berkeley


Foveated 3D Graphics - Picture

Foveated 3D Graphics

Human vision is sharper in the center than in the periphery. Our system tracks the user's gaze and renders the just the area around the gaze point at high resolution. The result appears to be full resolution to the user but is 5-6 times faster to compute.


Brian Guenter, Microsoft
Mark Finch, Microsoft
John Snyder, Microsoft