High-Performance Graphics 2019 - Short Papers
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Browsing High-Performance Graphics 2019 - Short Papers by Subject "Rendering"
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Item A Practical and Efficient Approach for Correct Z-Pass Stencil Shadow Volumes(The Eurographics Association, 2019) Usta, Baran; Scandolo, Leonardo; Billeter, Markus; Marroquim, Ricardo; Eisemann, Elmar; Steinberger, Markus and Foley, TimShadow volumes are a popular technique to compute pixel-accurate hard shadows in 3D scenes. Many variants exist that trade off accuracy and efficiency. In this work, we present an artifact-free, efficient, and easy-to-implement stencil shadow volume method. We compare our method to established stencil shadow volume techniques and show that it outperforms the alternatives.Item Real-Time Ray Tracing on Head-Mounted-Displays for Advanced Visualization of Sheet Metal Stamping Defects(The Eurographics Association, 2019) Dietrich, Andreas; Wurster, Jan; Kam, Eric; Gierlinger, Thomas; Steinberger, Markus and Foley, TimAlthough interactive ray tracing has been around since the late 1990s, real-time frame rates had so far only been feasible for low and mid-size screen resolutions. Recent developments in GPU hardware, that specifically accelerate ray tracing, make it possible for the first time to target head-mounted displays (HMDs), which require constant high frame rates as well as high resolution images for each eye. This allows for utilizing ray tracing algorithms in novel virtual reality scenarios, which are impractical to do with rasterization. In this short paper we present our experiences of applying real-time ray tracing to the problem of detecting cosmetic defects in sheet metal stamping simulations by creating a virtual light cage.