Real-time Stochastic Rasterization on Conventional GPU Architectures
Morgan McGuire, Eric Enderton, Peter Shirley, David Luebke
High-Performance Graphics, 2010, pp. 173--182.
Abstract: The paper presents a hybrid algorithm for rendering approximate motion and defocus blur with precise stochastic visibility evaluation. It demonstrates-for the first time, with a full stochastic technique-real-time performance on conventional GPU architectures for complex scenes at 1920×1080 HD resolution. The algorithm operates on dynamic triangle meshes for which per-vertex velocity or corresponding vertices from the previous frame are available. It leverages multisample antialiasing (MSAA) and a tight space-time-aperture convex hull to efficiently evaluate visibility independently of shading. For triangles that cross z = 0, it fall backs to a 2D bounding box that we hypothesize but do not prove is conservative. The algorithm further reduces sample variance within primitives by integrating textures according to ray differentials in time and aperture.
Article URL: http://dx.doi.org/10.2312/EGGH/HPG10/173-182
BibTeX format:
@inproceedings{McGuire:2010:RSR,
  author = {Morgan McGuire and Eric Enderton and Peter Shirley and David Luebke},
  title = {Real-time Stochastic Rasterization on Conventional GPU Architectures},
  booktitle = {High-Performance Graphics},
  pages = {173--182},
  year = {2010},
}
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