Henry Moreton

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Occlusion culling using a traditional hierarchical depth buffer, or z-pyramid, is less effective when rendering with motion blur. We present a new data structure, the tz-pyramid, that extends the traditional z-pyramid to represent scene depth values in time. This temporal information improves culling efficacy when rendering with motion blur. The tz-pyramid(More)
Current GPUs perform a significant amount of redundant shading when surfaces are tessellated into small triangles. We address this inefficiency by augmenting the GPU pipeline to gather and merge rasterized fragments from adjacent triangles in a mesh. This approach has minimal impact on output image quality, is amenable to implementation in fixed-function(More)
We present a novel method for real-time rendering of subdivision surfaces whose goal is to make subdivision faces as easy to render as triangles, points, or lines. Our approach uses standard GPU tessellation hardware and processes each face of a base mesh independently, thus allowing an entire model to be rendered in a single pass. The key idea of our(More)
To my family and friends who always had more faith in my abilities than I did... Acknowledgments In my time at UC Davis, I have had the privilege to meet and work with many great people. Their influence on my work was essential. First, I would like to thank my advisor John Owens. Without his superb guidance and excitement about my work I would have had a(More)
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