High-Performance Graphics 2019
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Browsing High-Performance Graphics 2019 by Subject "Computer graphics"
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Item An Analysis of Region Clustered BVH Volume Rendering on GPU(The Eurographics Association and John Wiley & Sons Ltd., 2019) Ganter, David; Manzke, Michael; Steinberger, Markus and Foley, TimWe present a Direct Volume Rendering method that makes use of newly available Nvidia graphics hardware for Bounding Volume Hierarchies. Using BVHs for DVR has been overlooked in recent research due to build times potentially impeding interactive rates. We indicate that this is not necessarily the case, especially when a clustering algorithm is applied before the BVH build to reduce leaf-node complexity. Our results show substantial render time improvements for full-resolution DVR on GPU in comparison to a recent state-of-the-art approach for empty-space-skipping. Furthermore, the use of a BVH for DVR allows seamless integration into popular surface-based path-tracing technologies like Nvidia's OptiX.Item Real-Time Analytic Antialiased Text for 3-D Environments(The Eurographics Association and John Wiley & Sons Ltd., 2019) Ellis, Apollo; Hunt, Warren; Hart, John; Steinberger, Markus and Foley, TimText is a crucial component of 3-D environments and virtual worlds for user interfaces and wayfinding. Implementing text using standard antialiased texture mapping leads to blurry and illegible writing which hinders usability and navigation. While supersampling removes some of these artifacts, distracting artifacts can still impede legibility, especially for recent high-resolution head-mounted displays. We propose an analytic antialiasing technique that efficiently computes the coverage of text glyphs, over pixel footprints, designed to run at real-time rates. It decomposes glyphs into piecewise-biquadratics and trapezoids that can be quickly area-integrated over a pixel footprint to provide crisp legible antialiased text, even when mapped onto an arbitrary surface in a 3-D virtual environment.