In this paper, we break new ground by presenting algorithms for fixed-rate compression of high dynamic range textures at low bit rates. First, the S3TC low dynamic range texture compression scheme is extended in order to enable compression of HDR data. Second, we introduce a novel robust algorithm that offers superior image quality. Our algorithm can be efficiently implemented in hardware, and supports textures with a dynamic range of over 10 9 :1. At a fixed rate of 8 bits per pixel, we obtain results virtually indistinguishable from uncompressed HDR textures at 48 bits per pixel. Our research can have a big impact on graphics hardware and real-time rendering, since HDR texturing suddenly becomes affordable.
We present a novel algorithm for reconstructing high-quality defocus blur from a sparsely sampled light field. Our algorithm builds upon recent developments in the area of sheared reconstruction filters and significantly improves reconstruction quality and performance. While previous filtering techniques can be ineffective in regions with complex occlusion, our algorithm handles such scenarios well by partitioning the input samples into depth layers. These depth layers are filtered independently and then combined together, taking into account inter-layer visibility. We also introduce a new separable formulation of sheared reconstruction filters that achieves real-time preformance on a modern GPU and is more than two orders of magnitude faster than previously published techniques.
We present a practical algorithm for sampling the product of environment map lighting and surface reflectance. Our method builds on wavelet-based importance sampling, but has a number of important advantages over previous methods. Most importantly, we avoid using precomputed reflectance functions by sampling the BRDF onthe-fly. Hence, all types of materials can be handled, including anisotropic and spatially varying BRDFs, as well as procedural shaders. This also opens up for using very high resolution, uncompressed, environment maps. Our results show that this gives a significant reduction of variance compared to using lower resolution approximations. In addition, we study the wavelet product, and present a faster algorithm geared for sampling purposes. For our application, the computations are reduced to a simple quadtree-based multiplication. We build the BRDF approximation and evaluate the product in a single tree traversal, which makes the algorithm both faster and more flexible than previous methods.
Stochastic sampling in time and over the lens is essential to produce photo-realistic images, and it has the potential to revolutionize real-time graphics. In this paper, we take an architectural view of the problem and propose a novel hardware architecture for efficient shading in the context of stochastic rendering. We replace previous caching mechanisms by a sorting step to extract coherence, thereby ensuring that only non-occluded samples are shaded. The memory bandwidth is kept at a minimum by operating on tiles and using new buffer compression methods. Our architecture has several unique benefits not traditionally associated with deferred shading. First, shading is performed in primitive order, which enables late shading of vertex attributes and avoids the need to generate a G-buffer of pre-interpolated vertex attributes. Second, we support state changes, e.g., change of shaders and resources in the deferred shading pass, avoiding the need for a single über-shader. We perform an extensive architectural simulation to quantify the benefits of our algorithm on real workloads.
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