Temporally Adaptive Shading Reuse for Real-time Rendering and Virtual Reality
Author: JOERG H. MUELLER, THOMAS NEFF, PHILIP VOGLREITER, MARKUS STEINBERGER, DIETER SCHMALSTIEG Institution: Graz University of Technology, Austria Link: https://dl.acm.org/doi/10.1145/3446790 AbstractMotivation Temporal coherence has the potential to enable a huge reduction of shading costs in rendering Current Work Existing techniques focus either only on spatial shading reuse or cannot adaptively choose temporal shading frequencies Idea Temporal shading reuse is possible for extende ...
GPU Accelerated Path Tracing of Massive Scenes
Author: MILAN JAROŠ, LUBOMÍR ŘÍHA, PETR STRAKOŠ, and MATĚJ ŠPEŤKO Institution: IT4Innovations, VSB–Technical University of Ostrava, Czech Republic Link: https://dl.acm.org/doi/10.1145/3447807 1. IntroductionGPUs Rendering vs CPUs Rendering Limited memory size Example: Pixar’s Coco movie were using up to 120GB, do not fit into the memory of a single GPU Main contribution A solution to GPUs rendering memory size limitation Based on replication of a small amount of scene data, between 1% ~ ...
ExtraNet: Real-time Extrapolated Rendering for Low-latency Temporal Supersampling
AbstractReal-time Rendering Frame rate Latency Spatial Super Sampling: DLSS Decreasing the rendering time of each frame by rendering at a lower resolution Temporal Super Sampling Producing more frames on the fly Problems: It’s own computational cost The latency introduced by interpolating frames from the future ExtraNet An efficient neural network that predicts accurate shading results on an extrapolated frame, to minimize both the performance overhead and the latency Rendered auxiliar ...
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