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Opt
TLDR
A new language, Opt, is proposed for writing these objective functions over image- or graph-structured unknowns concisely and at a high level and automatically transforms these specifications into state-of-the-art GPU solvers based on Gauss-Newton or Levenberg-Marquardt methods.
Opt: A Domain Specific Language for Non-linear Least Squares Optimization in Graphics and Imaging
TLDR
This work proposes a new language, Opt, for writing objective functions over image- or graph-structured unknowns concisely and at a high level, and automatically transforms these specifications into state-of-the-art GPU solvers based on Gauss-Newton or Levenberg-Marquardt methods.
Efficient GPU Screen-Space Ray Tracing
TLDR
This paper provides for the first time full implementation details of a method that has been proven in production of recent major game titles by adapting the perspective-correct DDA line rasterization algorithm to support multiple depth layers for robustness.
An efficient denoising algorithm for global illumination
TLDR
A hybrid ray-tracing/rasterization strategy for realtime rendering enabled by a fast new denoising method that enables efficient (biased) reconstruction by denoised light without blurring materials is proposed.
Scalable ambient obscurance
TLDR
These improvements collectively produce a 7 x performance increase at 2560 x1600, generalize the algorithm to both forward and deferred renderers, and eliminate the radius- and scene-dependence of the previous algorithm to provide a hard real-time guarantee of fixed execution time.
Extended TimeWarp latency compensation for virtual reality
TLDR
Head-mounted virtual reality displays exhibit latency between sensing the users head position and updating the camera transformation for the image on the screen, which is believed to contribute to simulator sickness symptoms of disorientation, headache, and nausea.
Toward practical real-time photon mapping: efficient GPU density estimation
TLDR
The design space for real-time photon density estimation is described and efficient GPU implementations of four best-of-breed algorithms are detailed, concluding that tiled, deferred photon gathering in a compute shader gives the best combination of performance and quality.
Real-time global illumination using precomputed light field probes
TLDR
A new data structure and algorithms that employ it to compute real-time global illumination from static environments, and applies ideas from screen-space and voxel cone tracing techniques to efficiently sample radiance on world space rays, with correct visibility information, directly within pixel and compute shaders.
A Survey of Efficient Representations for Independent Unit Vectors
TLDR
Time- and space-efficient representations for the important case of non-register, in-core, statistically independent unit vectors, with emphasis on GPU encoding and decoding are surveyed.
CloudLight: A system for amortizing indirect lighting in real-time rendering
TLDR
The new CloudLight framework explores tradeoffs in differ- ent partitions of the global illumination workload between Cloud and local devices, with an eye to how available network andComputational power influence design decisions and image quality.
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