Technical Papers

Hardware Rendering

Thursday, 25 July 2:00 PM - 3:30 PM
Session Chair: Diego Nehab, Instituto Nacional de Matemática Pura e Aplicada

A Hardware Unit for Fast SAH-Optimised BVH Construction

This paper presents a novel microarchitecture for efficient construction of SAH-optimised bounding volume hierarchies (BVHs) for ray-tracing and considers its potential utility in a heterogeneous graphics processor.

Michael Doyle
Trinity College Dublin

Colin Fowler
Trinity College Dublin

Michael Manzke
Trinity College Dublin

Cardinality-Constrained Texture Filtering

A method for combining optimized sets of texels from multiple levels in a mipmap pyramid to accurately reproduce filter kernels. Whereas samples from a mipmap are typically interpolated, this approach views sampling a mipmap as a problem of function approximation. Using half the texture bandwidth as trilinear interpolation, it generates clearer images.

Josiah Manson
Texas A&M University

Scott Schaefer
Texas A&M University

Analytic Displacement Mapping Using Hardware Tessellation

A comprehensive solution for displacement mapping using GPU hardware tessellation. The analytic displacement function obviates the need for normal maps, allowing faster rendering and instant authoring.

Matthias Nießner
Friedrich-Alexander-Universität Erlangen-Nürnberg

Charles Loop
Microsoft Research

A Sort-Based Deferred Shading Architecture for Decoupled Sampling

This paper presents a novel hardware architecture for efficient stochastic rendering and shading with decoupled sampling of shading and visibility in future GPUs. The architecture reduces off-chip memory bandwidth to less than 50% of previous solutions, while avoiding overdraw and rasterizing the scene only once.

Petrik Clarberg
Intel Corporation

Robert Toth
Intel Corporation

Jacob Munkberg
Intel Corporation