High-Performance Graphics 2011
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Browsing High-Performance Graphics 2011 by Subject "Color"
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Item The Alchemy Screen-Space Ambient Obscurance Algorithm(ACM, 2011) McGuire, Morgan; Osman, Brian; Bukowski, Michael; Hennessy, Padraic; Carsten Dachsbacher and William Mark and Jacopo PantaleoniAmbient obscurance (AO) produces perceptually important illumination effects such as darkened corners, cracks, and wrinkles; proximity darkening; and contact shadows. We present the AO algorithm from the Alchemy engine used at Vicarious Visions in commercialgames. It is based on a new derivation of screen-space obscurance for robustness, and the insight that a falloff function can cancel terms in a visibility integral to favor efficient operations. Alchemy creates contact shadows that conform to surfaces, capturesobscurance from geometry of varying scale, and provides four intuitive appearance parameters: world-space radius and bias, and aesthetic intensity and contrast. The algorithm estimates obscurance at a pixel from sample points read from depth and normal buffers. It processes dynamic scenes at HD 720p resolution in about 4.5 ms on Xbox 360 and 3 ms onNVIDIA GeForce580.Item Simpler and Faster HLBVH with Work Queues(ACM, 2011) Garanzha, Kirill; Pantaleoni, Jacopo; McAllister, David; Carsten Dachsbacher and William Mark and Jacopo PantaleoniA recently developed algorithm called Hierachical Linear Bounding Volume Hierarchies (HLBVH) has demonstrated the feasibility of reconstructing the spatial index needed forray tracing in real-time, even in the presence of millions of fully dynamic triangles. In this work we present a simpler and faster variant of HLBVH, where all the complex bookkeepingof pre x sums, compaction and partial breadth- rst tree traversal needed for spatial partitioning has been replaced with an elegant pipeline built on top of e cient work queues and binary search. The new algorithm is both faster and more memory e cient, removing the need for temporary storage of geometry data for intermediate computations. Finally, the same pipeline has been extended to parallelize the construction of the top-level SAH optimized tree on the GPU, eliminating round-trips to the CPU, accelerating the overall construction speed by a factor of 5 to 10x.Item VoxelPipe: A Programmable Pipeline for 3D Voxelization(ACM, 2011) Pantaleoni, Jacopo; Carsten Dachsbacher and William Mark and Jacopo PantaleoniWe present a highly exible and e cient software pipeline for programmable triangle voxelization. The pipeline, entirely written in CUDA, supports both fully conservative and thinvoxelizations, multiple boolean, oating point, vector-typed render targets, user-de ned vertex and fragment shaders, and a bucketing mode which can be used to generate 3D A-bu ers containing the entire list of fragments belonging to each voxel. For maximum e ciency, voxelization is implemented as a sort-middle tile-based rasterizer, while the A-bu er mode, essentially performing 3D binning of triangles over uniform grids, uses a sort-last pipeline. Despite its major exibility, the performance of our tile-based rasterizer is always competitive with and sometimes more than an order of magnitude superior to that of state-of-the-artbinary voxelizers, whereas our bucketing system is up to 4 times faster than previous implementations. In both cases the results have been achieved through the use of carefulload-balancing and high performance sorting primitives.