Adaptive texture space shading for stochastic rendering

@article{Andersson2014AdaptiveTS,
  title={Adaptive texture space shading for stochastic rendering},
  author={Magnus Andersson and Jon Hasselgren and Robert Toth and Tomas Akenine-M{\"o}ller},
  journal={Comput. Graph. Forum},
  year={2014},
  volume={33},
  pages={341-350}
}
When rendering effects such as motion blur and defocus blur, shading can become very expensive if done in a naïve way, i.e. shading each visibility sample. To improve performance, previous work often decouple shading from visibility sampling using shader caching algorithms. We present a novel technique for reusing shading in a stochastic rasterizer. Shading is computed hierarchically and sparsely in an object-space texture, and by selecting an appropriate mipmap level for each triangle, we… CONTINUE READING
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