Jacob Munkberg

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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(More)
We present a novel algorithm for stochastic rasterization which can rasterize triangles with attributes depending on a parameter, t, varying continuously from t = 0 to t = 1 inside a single frame. These primitives are called time-continuous triangles, and can be used to render motion blur. We develop efficient techniques for rasterizing time-continuous(More)
Tracing secondary rays, such as reflection, refraction and shadow rays, can often be the most costly step in a modern real-time ray tracer. In this paper, we examine this problem by using suitable ray coherence measures and present a thorough evaluation of different reordering heuristics for secondary rays. We also present a simple system design for more(More)
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,(More)
This paper presents what we believe are the first (public) algorithms for floating-point (fp) color and fp depth buffer compression. The depth codec is also available in an integer version. The codecs are <b>harmonized</b>, meaning that they share basic technology, making it easier to use the same hardware unit for both types of compression. We further(More)
Graphics processing units supporting tessellation of curved surfaces with displacement mapping exist today. Still, to our knowledge, culling only occurs <i>after</i> tessellation, that is, after the base primitives have been tessellated into triangles. We introduce an algorithm for <i>automatically</i> computing tight positional and normal bounds on the fly(More)
We present a novel architecture for flexible control of shading rates in a GPU pipeline, and demonstrate substantially reduced shading costs for various applications. We decouple shading and visibility by restricting and quantizing shading rates to a finite set of screen-aligned grids, leading to simpler and fewer changes to the GPU pipeline compared to(More)
In this paper, we present a new approach to conservative bounding of displaced Bézier patches. These surfaces are expected to be a common use case for tessellation in interactive and real-time rendering. Our algorithm combines efficient normal bounding techniques, min-max mipmap hierarchies and oriented bounding boxes. This results in substantially faster(More)
Light field reconstruction algorithms can substantially decrease the noise in stochastically rendered images. Recent algorithms for defocus blur alone are both fast and accurate. However, motion blur is a considerably more complex type of camera effect, and as a consequence, current algorithms are either slow or too imprecise to use in high quality(More)