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Stochastic Rasterization using TimeContinuous Triangles
"... We present a novel algorithm for stochastic rasterization which can rasterize triangles with attributes depending on a parameter, t, varying continuously from t = 0 to t = 1 inside a single frame. These primitives are called timecontinuous triangles, and can be used to render motion blur. We develop ..."
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Cited by 22 (7 self)
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We present a novel algorithm for stochastic rasterization which can rasterize triangles with attributes depending on a parameter, t, varying continuously from t = 0 to t = 1 inside a single frame. These primitives are called timecontinuous triangles, and can be used to render motion blur. We develop efficient techniques for rasterizing timecontinuous triangles, and specialized sampling and filtering algorithms for improved image quality. Our algorithm needs some new hardware mechanisms implemented on top of today’s graphics hardware pipelines. However, our algorithm can leverage much of the already existing hardware units in contemporary GPUs, which makes the implementation fairly inexpensive. We introduce timedependent textures, and show that motion blurred shadows and motion blurred reflections can be handled in our framework. In addition, we also present new techniques for efficient rendering of depth of field and glossy planar reflections using our stochastic rasterizer.
Morphological Antialiasing
"... Figure 1. Fairy Forest model: morphological antialiasing improves the quality of the rendered image without having a noticeable impact on performance. We present a new algorithm that creates plausibly antialiased images by looking for certain patterns in an original image and then blending colors in ..."
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Cited by 14 (1 self)
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Figure 1. Fairy Forest model: morphological antialiasing improves the quality of the rendered image without having a noticeable impact on performance. We present a new algorithm that creates plausibly antialiased images by looking for certain patterns in an original image and then blending colors in the neighborhood of these patterns according to a set of simple rules. We construct these rules to work as a postprocessing step in ray tracing applications, allowing approximate, yet fast and robust antialiasing. The algorithm works for any rendering technique and scene complexity. It does not require casting any additional rays and handles all possible effects, including reflections and refractions.
Texel Programs for RandomAccess Antialiased Vector Graphics
, 2007
"... We encode a broad class of vector graphics in a randomly accessible format. Our approach is to create a coarse grid in which eacch cell contains a teexel program — a locally speciialized descriptioon of the graphics primitives ove erlapping the ceell. These texxel programs are intterpreted at runti ..."
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Cited by 5 (1 self)
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We encode a broad class of vector graphics in a randomly accessible format. Our approach is to create a coarse grid in which eacch cell contains a teexel program — a locally speciialized descriptioon of the graphics primitives ove erlapping the ceell. These texxel programs are intterpreted at runti ime within a proogrammable pixxel shader. Advanttages include coherent lowba andwidth memory access, efficient interprimitive antialiasing, and the ability to maap general vector grraphics (including strokes) onto arbitrary surfacees. We present a faast construction algorithm, and demonstrate thhe space and time efficiency of the representation on many practical examples.
Analytic Rasterization of Curves with Polynomial Filters
"... Figure 1: Vector graphic art of butterflies represented by cubic curves, scaled by the golden ratio. The images were analytically rasterized using our method with a radial filter of radius three. We present a method of analytically rasterizing shapes that have curved boundaries and linear color grad ..."
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Figure 1: Vector graphic art of butterflies represented by cubic curves, scaled by the golden ratio. The images were analytically rasterized using our method with a radial filter of radius three. We present a method of analytically rasterizing shapes that have curved boundaries and linear color gradients using piecewise polynomial prefilters. By transforming the convolution of filters with the image from an integral over area into a boundary integral, we find closedform expressions for rasterizing shapes. We show that a polynomial expression can be used to rasterize any combination of polynomial curves and filters. Our rasterizer also handles rational quadratic boundaries, which allows us to evaluate circles and ellipses. We apply our technique to rasterizing vector graphics and show that our derivation gives an efficient implementation as a scanline rasterizer.
S.: A Family of Inexpensive Sampling Schemes
, 2005
"... To improve image quality in computer graphics, antialiasing techniques such as supersampling and multisampling are used. We explore a family of inexpensive sampling schemes that cost as little as 1.25 samples per pixel and up to 2.0 samples per pixel. By placing sample points in the corners or on th ..."
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To improve image quality in computer graphics, antialiasing techniques such as supersampling and multisampling are used. We explore a family of inexpensive sampling schemes that cost as little as 1.25 samples per pixel and up to 2.0 samples per pixel. By placing sample points in the corners or on the edges of the pixels, sharing can occur between pixels, and this makes it possible to create inexpensive sampling schemes. Using an evaluation and optimization framework, we present optimized sampling patterns costing 1.25, 1.5, 1.75, and 2.0 samples per pixel. 1.
Nonperiodic corner tilings in computer graphics
, 2012
"... Rendering computergenerated images is both memory and runtime intensive. This is particularly true in realtime computer graphics where large amounts of content have to be produced very quickly and from limited data. Tilebased methods offer a solution to this problem by generating large portions of ..."
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Rendering computergenerated images is both memory and runtime intensive. This is particularly true in realtime computer graphics where large amounts of content have to be produced very quickly and from limited data. Tilebased methods offer a solution to this problem by generating large portions of a specific content out of a much smaller data set of tiles. This dissertation investigates the use of corner tiles for this purpose—unit square tiles with colorcoded corners. They tile the plane by placing them without gaps or overlaps such that tiles have matching corner colors. We present efficient algorithms to perform such a tiling that are both more flexible and less prone to artifacts than existing algorithms. We also present solutions to combinatorial problems that arise when using corner tiles, and introduce highquality methods to perform the tilebased generation of two fundamental components of any rendering system: textures and twodimensional sample point sets. The results of this dissertation are advantageous for both realtime and offline rendering systems where they improve stateoftheart results in texture synthesis, image plane sampling, and lighting computations based on numerical integration.
Scanline edgeflag algorithm for antialiasing
"... In this paper, a novel algorithm for rendering antialiased 2D polygons is presented. Although such algorithms do exist, they are inefficient when comparing to nonantialiased alternatives. This has lead to a situation where the developers — and the end users of the applications — need to make a choi ..."
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In this paper, a novel algorithm for rendering antialiased 2D polygons is presented. Although such algorithms do exist, they are inefficient when comparing to nonantialiased alternatives. This has lead to a situation where the developers — and the end users of the applications — need to make a choice between high speed and high quality. The algorithm presented here however equals the performance of an industry standard nonantialiased polygon filling algorithm, while providing good antialiasing quality. Furthermore, the algorithm addresses the requirements of a modern 2D rendering API by supporting features such as various fill rules. Most of the research in antialiased 2D rendering has been proprietary work, and there is very little documentation about the algorithms in the literature. This paper brings an update to the situation by providing a thorough explanation of one such algorithm. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation; 1.
Progra ams for RRandomAAccess
"... each cell of a coarse c grid, a texxel program encodes several layyers of locally sppecialized graphiics primitives, too enable rendering of genneral vector grap phics over arbitrrary surfaces, as well as efficientt antialiasing. WWe encode a brooad class of vect tor graphics in a randomly accesss i ..."
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each cell of a coarse c grid, a texxel program encodes several layyers of locally sppecialized graphiics primitives, too enable rendering of genneral vector grap phics over arbitrrary surfaces, as well as efficientt antialiasing. WWe encode a brooad class of vect tor graphics in a randomly accesss ibble format. Ourr approach is to create c a coarse ggrid in which eacch ccell contains a teexel program — a locally speciialized descriptioon oof the graphics primitives ove erlapping the ceell. These texxel pprograms are intterpreted at runti ime within a proogrammable pixxel sshader. Advanttages include coherent c lowba andwidth memory aaccess, efficient iinterprimitive antialiasing, a and the ability to maap ggeneral vector grraphics (includin ng strokes) onto arbitrary surfacees. WWe present a faast construction algorithm, andd demonstrate thhe sspace and time eefficiency of the representation oon many practiccal eexamples. KKeywords: scalabble vector graphics, texture mapping..
Progra ams for RRandomAAccess
"... each cell of a coarse c grid, a texxel program encodes several layyers of locally sppecialized graphiics primitives, too enable rendering of genneral vector grap phics over arbitrrary surfaces, as well as efficientt antialiasing. WWe encode a brooad class of vect tor graphics in a randomly accesss i ..."
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each cell of a coarse c grid, a texxel program encodes several layyers of locally sppecialized graphiics primitives, too enable rendering of genneral vector grap phics over arbitrrary surfaces, as well as efficientt antialiasing. WWe encode a brooad class of vect tor graphics in a randomly accesss ibble format. Ourr approach is to create c a coarse ggrid in which eacch ccell contains a teexel program — a locally speciialized descriptioon oof the graphics primitives ove erlapping the ceell. These texxel pprograms are intterpreted at runti ime within a proogrammable pixxel sshader. Advanttages include coherent c lowba andwidth memory aaccess, efficient iinterprimitive antialiasing, a and the ability to maap ggeneral vector grraphics (includin ng strokes) onto arbitrary surfacees. WWe present a faast construction algorithm, andd demonstrate thhe sspace and time eefficiency of the representation oon many practiccal eexamples. KKeywords: scalabble vector graphics, texture mapping..