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We propose new approaches to ray tracing that greatly reduce the required number of operations while strictly preserving the geometrical correctness of the solution. A hierarchical "beam" structure serves as a proxy for a collection of rays. It is tested against a kd-tree representing the overall scene in order to discard from consideration the sub-set of… (More)

We present a new algorithm that creates plausibly antialiased images by looking for certain patterns in an original image and then blending colors in the neighborhood of these patterns according to a set of simple rules. We construct these rules to work as a post-processing step in ray tracing applications, allowing approximate, yet fast and robust… (More)

This paper addresses the problem of computing the triangles visible from a region in space. The proposed aggressive visibility solution is based on stochastic ray shooting and can take any triangular model as input. We do not rely on connectivity information, volumetric occluders, or the availability of large occluders, and can therefore process any given… (More)

To eliminate unnecessary ray packet-triangle intersection tests, we check for separation of two convex objects: a triangle and a frustum containing intersections of rays with a leaf node of an acceleration structure. We show a performance improvement that is proportional to the ratio of lengths of average leaf edge to triangle edge, which opens new… (More)

Post-processing antialiasing methods are well suited for deferred shading because they decouple antialiasing from the rest of graphics pipeline. In morphological methods, the final image is filtered with a data-dependent filter. The filter coefficients are computed by analyzing the non-local neighborhood of each pixel. Though very simple and efficient, such… (More)

Most modern games use deferred shading, in which shading is performed only for visible pixels, allowing greater artistic freedom in scene composing and lighting. However, traditional antialiasing techniques, such as super-sampling and multi-sampling, are not well-suited for deferred shading pipeline, since all subsamples have to be explicitly written to… (More)

Rendering a polygonal surface with Phong normal interpolation allows shading to appear as it would for a true curved surface while maintaining the efficiency and simplicity of coarse polygonal geometry. However, this approximation fails in certain situations, especially for grazing viewing directions. Well-known problems include physically impossible… (More)

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