T Thonat, F Beaune, X Sun, N Carr… - ACM Transactions on …, 2021 - dl.acm.org
Displacement mapping is a powerful mechanism for adding fine to medium geometric details over a 3D surface using a 2D map encoding them. While GPU rasterization supports …
M Nießner, B Keinert, M Fisher… - Computer Graphics …, 2016 - Wiley Online Library
Graphics hardware has progressively been optimized to render more triangles with increasingly flexible shading. For highly detailed geometry, interactive applications restricted …
A common way to ray trace subdivision surfaces is by constructing and traversing spatial hierarchies on top of tessellated input primitives. Unfortunately, tessellating surfaces …
H Schäfer, M Niessner, B Keinert… - Eurographics (State of …, 2014 - academia.edu
For a long time, GPUs have primarily been optimized to render more and more triangles with increasingly flexible shading. However, scene data itself has typically been generated on …
M Stich - US Patent 8,471,845, 2013 - Google Patents
(57) ABSTRACT A system and method for constructing a bounding Volume hierarchical structure are disclosed. The method includes defining a parent node for the bounding …
L Grunschloss, M Stich, S Nawaz, A Keller - US Patent 9,430,863, 2016 - Google Patents
(57) ABSTRACT A system, method, and computer program product are provided for constructing a hierarchical acceleration data structure that Supports ray tracing of motion …
L Grünschloß, M Stich, S Nawaz, A Keller - Proceedings of the ACM …, 2011 - dl.acm.org
When a bounding volume hierarchy is used for accelerating the intersection of rays and scene geometry, one common way to incorporate motion blur is to interpolate node …
H Gruen, C Benthin, A Kensler… - Computer Graphics …, 2024 - Wiley Online Library
We present a new method that allows efficient ray tracing of virtually artefact‐free animated displaced micro‐meshes (DMMs)[MMT23] and preserves their low memory footprint and low …
M Nießner, C Loop - Computer Graphics International, 2012 - niessnerlab.org
We present an occlusion culling algorithm that leverages the unique characteristics of patch primitives within the hardware tessellation pipeline. That is, unseen patches are costly to …