131 research outputs found

    Power Efficiency for Software Algorithms running on Graphics Processors

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    Abstract in UndeterminedPower efficiency has become the most important consideration for many modern computing devices. In this paper, we examine power efficiency of a range of graphics algorithms on different GPUs. To measure power consumption, we have built a power measuring device that samples currents at a high frequency. Comparing power efficiency of different graphics algorithms is done by measuring power and performance of three different primary rendering algorithms and three different shadow algorithms. We measure these algorithms’ power signatures on a mobile phone, on an integrated CPU and graphics processor, and on high-end discrete GPUs, and then compare power efficiency across both algorithms and GPUs. Our results show that power efficiency is not always proportional to rendering performance and that, for some algorithms, power efficiency varies across different platforms. We also show that for some algorithms, energy efficiency is similar on all platforms

    Efficient multi-view ray tracing using edge detection and shader reuse

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    Stereoscopic rendering and 3D stereo displays are quickly becoming mainstream. The natural extension is autostereoscopic multi-view displays, which by the use of parallax barriers or lenticular lenses, can accommodate many simultaneous viewers without the need for active or passive glasses. As these displays, for the foreseeable future, will support only a rather limited number of views, there is a need for high-quality interperspective antialiasing. We present a specialized algorithm for efficient multi-view image generation from a camera line using ray tracing, which builds on previous methods for multi-dimensional adaptive sampling and reconstruction of light elds. We introduce multi-view silhouette edges to detect sharp geometrical discontinuities in the radiance function. These are used to significantly improve the quality of the reconstruction. In addition, we exploit shader coherence by computing analytical visibility between shading points and the camera line, and by sharing shading computations over the camera line

    Fast 3D triangle-box overlap testing

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    Abstract A fast routine for testing whether a triangle and a box are overlapping in three dimensions is presented. The test is derived using the separating axis theorem, whereafter the test is simplified and the code is optimized for speed. We show that this approach is 2.3 vs. 3.8 (PC vs. Sun) times faster than previous routines for this. It can be used for faster collision detection and faster voxelization in interactive ray tracers. The code is available online

    FLIPQUAD: Low-Cost Multisampling

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    We present a new sampling scheme for low-cost multisampling rasterization. The scheme achieves at most three shades in between fully outside and fully inside. Also, the slightly irregular patterns helps disguising aliasing effects. A simple visual evaluation shows that our new scheme gives better image quality than, for example, the Quincunx scheme. Furthermore, the cost of implementation is similar to that of Quincunx.

    Exploiting visibility correlation in direct illumination

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    The visibility function in direct illumination describes the binary visibility over a light source, e.g., an environment map. Intuitively, the visibility is often strongly correlated between nearby locations in time and space, but exploiting this correlation without introducing noticeable errors is a hard problem. In this paper, we first study the statistical characteristics of the visibility function. Then, we propose a robust and unbiased method for using estimated visibility information to improve the quality of Monte Carlo evaluation of direct illumination. Our method is based on the theory of control variates, and it can be used on top of existing state-of-the-art schemes for importance sampling. The visibility estimation is obtained by sparsely sampling and caching the 4D visibility field in a compact bitwise representation. In addition to Monte Carlo rendering, the stored visibility information can be used in a number of other applications, for example, ambient occlusion and lighting design
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