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.
@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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