Scalable Ambient Obscurance
Morgan McGuire, Michael Mara, David Luebke
High-Performance Graphics, 2012, pp. 97--103.
Abstract: This paper presents a set of architecture-aware performance and integration improvements for a recent screenspace ambient obscurance algorithm. These improvements collectively produce a 7x 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. The optimizations build on three strategies: pre-filter the depth buffer to maximize memory hierarchy efficiency; reduce total bandwidth by carefully reconstructing positions and normals at high precision from a depth buffer; and exploit low-level intra- and inter-thread techniques for parallel, floating-point architectures.
@inproceedings{McGuire:2012:SAO,
author = {Morgan McGuire and Michael Mara and David Luebke},
title = {Scalable Ambient Obscurance},
booktitle = {High-Performance Graphics},
pages = {97--103},
year = {2012},
}
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