Computer Graphics Forum
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Overview: All STARs, Surveys, and Reviews in CGF since 1982
- Min Chen's website: STARs, Surveys, and Reviews since 2010. (currently not available)
- Static pages of all STARs, Surveys, and Reviews in CGF gathered from Eurographics Digital Library:
- Dynamic page with all STARs since 2024 (in progress)
Print ISSN: 0167-7055; Online ISSN: 1467-8659
Volumes 4 - 43, including EG Conference Proceedings and Special Issues
Information for authors and reviewers of CGF can be found here.
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Browsing Computer Graphics Forum by Author "Akenine‐Möller, T."
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Item Ray Accelerator: Efficient and Flexible Ray Tracing on a Heterogeneous Architecture(© 2017 The Eurographics Association and John Wiley & Sons Ltd., 2017) Barringer, R.; Andersson, M.; Akenine‐Möller, T.; Chen, Min and Zhang, Hao (Richard)We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel. In addition, we introduce a method to support light paths with arbitrary recursion, such as multiple recursive Whitted‐style ray tracing and adaptive sampling where the result of a ray is examined before sending the next, while still batching up rays for the benefit of GPU‐accelerated traversal and vectorized shading. This allows our system to achieve high rendering performance while maintaining the flexibility to accommodate different rendering algorithms.We present a hybrid ray tracing system, where the work is divided between the CPU cores and the GPU in an integrated chip, and communication occurs via shared memory. Rays are organized in large packets that can be distributed among the two units as needed. Testing visibility between rays and the scene is mostly performed using an optimized kernel on the GPU, but the CPU can help as necessary. The CPU cores typically handle most or all shading, which makes it easy to support complex appearances. For efficiency, the CPU cores shade whole batches of rays by sorting them on material and shading each material using a vectorized kernel.Item Time‐Continuous Quasi‐Monte Carlo Ray Tracing(© 2017 The Eurographics Association and John Wiley & Sons Ltd., 2017) Gribel, C.J.; Akenine‐Möller, T.; Chen, Min and Zhang, Hao (Richard)Domain‐continuous visibility determination algorithms have proved to be very efficient at reducing noise otherwise prevalent in stochastic sampling. Even though they come with an increased overhead in terms of geometrical tests and visibility information management, their analytical nature provides such a rich integral that the pay‐off is often worth it. This paper presents a time‐continuous, primary visibility algorithm for motion blur aimed at ray tracing. Two novel intersection tests are derived and implemented. The first is for ray versus moving triangle and the second for ray versus moving AABB intersection. A novel take on shading is presented as well, where the time continuum of visible geometry is adaptively point‐sampled. Static geometry is handled using supplemental stochastic rays in order to reduce spatial aliasing. Finally, a prototype ray tracer with a full time‐continuous traversal kernel is presented in detail. The results are based on a variety of test scenarios and show that even though our time‐continuous algorithm has limitations, it outperforms multi‐jittered quasi‐Monte Carlo ray tracing in terms of image quality at equal rendering time, within wide sampling rate ranges. Domain‐continuous visibility determination algorithms have proved to be very efficient at reducing noise otherwise prevalent in stochastic sampling. Even though they come with an increased overhead in terms of geometrical tests and visibility information management, their analytical nature provides such a rich integral that the pay‐off is often worth it. This paper presents a time‐continuous, primary visibility algorithm for motion blur aimed at ray tracing.