Repository logo
  • Communities & Collections
  • All of DSpace
  • English
  • Čeština
  • Deutsch
  • Español
  • Français
  • Gàidhlig
  • Latviešu
  • Magyar
  • Nederlands
  • Português
  • Português do Brasil
  • Suomi
  • Svenska
  • Türkçe
  • Қазақ
  • বাংলা
  • हिंदी
  • Ελληνικά
  • Log In
    or
    New user? Click here to register.Have you forgotten your password?
  1. Home
  2. Browse by Author

Browsing by Author "Wyman, Chris"

Now showing 1 - 2 of 2
Results Per Page
Sort Options
  • Loading...
    Thumbnail Image
    Item
    Correlation-Aware Semi-Analytic Visibility for Antialiased Rendering
    (ACM, 2018) Crassin, Cyril; Wyman, Chris; McGuire, Morgan; Lefohn, Aaron; Patney, Anjul and Niessner, Matthias
    Geometric aliasing is a persistent challenge for real-time rendering. Hardware multisampling remains limited to 8×, analytic coverage fails to capture correlated visibility samples, and spatial and temporal postfiltering primarily target edges of superpixel primitives. We describe a novel semi-analytic representation of coverage designed to make progress on geometric antialiasing for subpixel primitives and pixels containing many edges while handling correlated subpixel coverage. Although not yet fast enough to deploy, it crosses three critical thresholds: image quality comparable to 256× MSAA, faster than 64× MSAA, and constant space per pixel.
  • Loading...
    Thumbnail Image
    Item
    Rearchitecting Spatiotemporal Resampling for Production
    (The Eurographics Association, 2021) Wyman, Chris; Panteleev, Alexey; Binder, Nikolaus and Ritschel, Tobias
    Recent work by Bitterli et al. [BWP*20] introduced a real-time, many-light algorithm for rendering dynamic direct illumination from millions of lights by iteratively applying resampled importance sampling using weighted reservoir sampling. While enabling new levels of lighting complexity in real-time, the total cost remained beyond the budgets of even the most computationally demanding games. We introduce key algorithmic improvements developed while productizing this method that collectively reduce lighting costs by up to 7x, dramatically improve memory coherence, shrink the required ray budget, increase rendering quality, and expose parameters that enable trading quality for performance.

Eurographics Association © 2013-2025  |  System hosted at Graz University of Technology      
DSpace software copyright © 2002-2025 LYRASIS

  • Cookie settings
  • Privacy policy
  • End User Agreement
  • Send Feedback