Welcome, Unregistered.

If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

Reply
Old 17-Jun-2012, 02:05   #1
rpg.314
Senior Member
 
Join Date: Jul 2008
Location: /
Posts: 4,070
Send a message via Skype™ to rpg.314
Default Awesome graphics papers thread

Design and Novel Uses of Higher-Dimensional Rasterization
Quote:
Originally Posted by Abstract
This paper assumes the availability of a very fast higher-dimensional rasterizer in future graphics processors. Working in up to five dimensions, i.e., adding time and lens parameters, it is well-known that this can be used to render scenes with both motion blur and depth of field. Our hypothesis is that such a rasterizer can also be used as a flexible tool for other, less conventional, usage areas, similar to how the two-dimensional rasterizer in contemporary graphics processors has been used for widely different purposes other than the original intent. We show six such examples, namely, continuous collision detection, caustics rendering, higher-dimensional sampling, glossy reflections and refractions, motion blurred soft shadows, and finally multi-view rendering. The insights gained from these examples are used to put together a coherent model for what a future graphics pipeline that supports these and other use cases should look like. Our work intends to provide inspiration and motivation for hardware and API design, as well as continued research in higher-dimensional rasterization and its uses.
This paper is seriously awesome. Just look at what they do with a higher order rasterizer. There has been a lot of work in the recent past on stochastic rendering with defocus and motion blur. Of course, doing these two and shading in image space means that you need decoupled sampling as well, so it's a pretty big change. But a lot of work has went into this field in a short period of time, and considering the possibilities sketched out, this *just might* be turned into hw. But then it's entirely possible that MS will not care, unless xbox 720 has anything substantially more than dx11.


EDIT: Recent papers only, PLEASE.
__________________
The views presented here are my own and not my employer's.
Quote:
Originally Posted by Alexko View Post
So in a nutshell, model [BLANK] will have [BLANK], up to [BLANK], and even [BLANK] for a power consumption of just [BLANK]. Impressive.

Last edited by rpg.314; 17-Jun-2012 at 04:58.
rpg.314 is offline   Reply With Quote
Old 18-Jun-2012, 12:35   #2
Simon F
Tea maker
 
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,380
Default

@rpg: Thanks. Interesting paper.

BTW, Is anyone here going to be attending HPG?
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson

"I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay
Simon F is offline   Reply With Quote
Old 18-Jun-2012, 14:57   #3
nAo
Nutella Nutellae
 
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
Default

rpg: glad you like the paper!

I will be there - see you all
__________________
[twitter]
More samples, we need more samples! [Dean Calver]
The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way
nAo is offline   Reply With Quote
Old 22-Jul-2012, 18:59   #4
jlippo
Member
 
Join Date: Oct 2004
Posts: 704
Default

Reconstructing the Indirect Light Field for Global Illumination
Very impressive paper.
jlippo is offline   Reply With Quote
Old 23-Jul-2012, 12:18   #5
Simon F
Tea maker
 
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,380
Default

One paper I found particularly mind blowing from HPG/EGSR was the 'storing' of the BVH for a scene... with no memory whatsoever.
__________________
"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson

"I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay
Simon F is offline   Reply With Quote
Old 20-Oct-2012, 13:59   #6
Dag
Naughty Boy!
 
Join Date: Oct 2012
Posts: 26
Default

Quote:
The 3D display device of the invention is based on an octree structure of data pertaining to an object to be displayed. This structure is memorized in a memory associated with a cache memory sending blocks of data on a bus to which a geometrical processor and an image-generating circuit are connected. The geometrical processor generates the visible part of another octree corresponding to a target universe which may be positioned in any way in relation to the object universe (a cube enclosing all the data to be represented).
(http://www.google.com/patents/US5123084).
Quote:
In this paper, we describe a parallel volume ray caster that eliminates thrashing by efficiently advancing a ray-front in a front-to-back manner. The method adopts an image-order approach, but capitalizes on the advantages of object-order algorithms as well to almost eliminate the communication overheads. Unlike previous algorithms, we have successfully preserved the thrashless property across a number of incrementally changing screen positions also.
(http://citeseerx.ist.psu.edu/viewdoc...10.1.1.56.1295).
Dag is offline   Reply With Quote
Old 21-Oct-2012, 01:33   #7
milk
Member
 
Join Date: Jun 2012
Posts: 265
Default

I like this thread. Thank you, people that post here,
milk is offline   Reply With Quote
Old 21-Oct-2012, 05:13   #8
rpg.314
Senior Member
 
Join Date: Jul 2008
Location: /
Posts: 4,070
Send a message via Skype™ to rpg.314
Default GPU Accelerated Path Rendering

Quote:
Originally Posted by Abstract
For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have depended on CPU-based algorithms for the filling and stroking of paths. Advances in graphics hardware have largely ignored accelerating resolution-independent 2D graphics rendered from paths.

We introduce a two-step “Stencil, then Cover” (StC) programming interface. Our GPU-based approach builds upon existing techniques for curve rendering using the stencil buffer, but we explicitly decouple in our programming interface the stencil step to determine a path’s filled or stroked coverage from the subsequent cover step to rasterize conservative geometry intended to test and reset the coverage determinations of the first step while shading color samples within the path. Our goals are completeness, correctness, quality, and performance—yet we go further to unify path rendering with OpenGL’s established 3D and shading pipeline. We have built and productized our approach to accelerate path rendering as an OpenGL extension
http://developer.nvidia.com/game/gpu...path-rendering

IMO, I think a TBDR is much better suited for 2D graphics. On an IMR, a compute based implementation would be far better in terms of bandwidth.

It's telling that nvidia chose to implement a proprietary OpenGL extension instead of just implementing OpenVG and sharing buffers with OGL.
__________________
The views presented here are my own and not my employer's.
Quote:
Originally Posted by Alexko View Post
So in a nutshell, model [BLANK] will have [BLANK], up to [BLANK], and even [BLANK] for a power consumption of just [BLANK]. Impressive.
rpg.314 is offline   Reply With Quote
Old 21-Oct-2012, 05:16   #9
rpg.314
Senior Member
 
Join Date: Jul 2008
Location: /
Posts: 4,070
Send a message via Skype™ to rpg.314
Default Softshell: Dynamic Scheduling on GPUs

Quote:
Originally Posted by Abstract
In this paper we present Softshell, a novel execution model for de-
vices composed of multiple processing cores operating in a single
instruction, multiple data fashion, such as graphics processing units
(GPUs). The Softshell model is intuitive and more flexible than the
kernel-based adaption of the stream processing model, which is cur-
rently the dominant model for general purpose GPU computation.
Using the Softshell model, algorithms with a relatively low local
degree of parallelism can execute efficiently on massively parallel
architectures. Softshell has the following distinct advantages: (1)
work can be dynamically issued directly on the device, eliminating
the need for synchronization with an external source, i.e., the CPU;
(2) its three-tier dynamic scheduler supports arbitrary scheduling
strategies, including dynamic priorities and real-time scheduling;
and (3) the user can influence, pause, and cancel work already sub-
mitted for parallel execution. The Softshell processing model thus
brings capabilities to GPU architectures that were previously only
known from operating-system designs and reserved for CPU pro-
gramming. As a proof of our claims, we present a publicly avail-
able implementation of the Softshell processing model realized on
top of CUDA. The benchmarks of this implementation demonstrate
that our processing model is easy to use and also performs substan-
tially better than the state-of-the-art kernel-based processing model
for problems that have been difficult to parallelize in the past.
http://www.icg.tugraz.at/Members/steinber/softshell-1/

Nice to see new kinds of scheduling being proposed for more efficient execution.
__________________
The views presented here are my own and not my employer's.
Quote:
Originally Posted by Alexko View Post
So in a nutshell, model [BLANK] will have [BLANK], up to [BLANK], and even [BLANK] for a power consumption of just [BLANK]. Impressive.
rpg.314 is offline   Reply With Quote
Old 22-Oct-2012, 10:03   #10
Dag
Naughty Boy!
 
Join Date: Oct 2012
Posts: 26
Default

Unlimited Detail: http://www.ipaustralia.com.au/applic.../AU2012903094/ (no details as of now).
This is the end of the costly, old style analytic (you don't need *, / or floats) and pollutant GPUs. The time of combinatorial rendering has come.
Dag is offline   Reply With Quote
Old 22-Oct-2012, 13:42   #11
sebbbi
Member
 
Join Date: Nov 2007
Posts: 941
Default

Quote:
Originally Posted by Dag View Post
Unlimited Detail: http://www.ipaustralia.com.au/applic.../AU2012903094/ (no details as of now).
This is the end of the costly, old style analytic (you don't need *, / or floats) and pollutant GPUs. The time of combinatorial rendering has come.
I didn't find a link to the whitepaper. The abstract is useless (has no information about the technique).
sebbbi is offline   Reply With Quote
Old 21-Feb-2013, 19:18   #12
Hammarskjoeld
Registered
 
Join Date: Feb 2013
Posts: 2
Default

Frustum Casting for Progressive, Interactive Rendering, S. Teller & J. Alex.

Geometric Modeling Using Octree Encoding, Donald J. Meagher. Pioneering.
Hammarskjoeld is offline   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +1. The time now is 23:02.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.