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#1 | |
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Senior Member
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Design and Novel Uses of Higher-Dimensional Rasterization
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EDIT: Recent papers only, PLEASE.
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The views presented here are my own and not my employer's. Last edited by rpg.314; 17-Jun-2012 at 04:58. |
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#2 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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@rpg: Thanks. Interesting paper.
BTW, Is anyone here going to be attending HPG?
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#3 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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rpg: glad you like the paper!
I will be there - see you all
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#4 |
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Member
Join Date: Oct 2004
Posts: 705
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Reconstructing the Indirect Light Field for Global Illumination
Very impressive paper. |
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#5 |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,382
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One paper I found particularly mind blowing from HPG/EGSR was the 'storing' of the BVH for a scene... with no memory whatsoever.
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#6 | ||
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Naughty Boy!
Join Date: Oct 2012
Posts: 26
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#7 |
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Member
Join Date: Jun 2012
Posts: 268
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I like this thread. Thank you, people that post here,
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#8 | |
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Senior Member
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IMO, I think a TBDR is much better suited for 2D graphics. On an IMR, a compute based implementation would be far better in terms of bandwidth. It's telling that nvidia chose to implement a proprietary OpenGL extension instead of just implementing OpenVG and sharing buffers with OGL. |
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#9 | |
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Senior Member
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Nice to see new kinds of scheduling being proposed for more efficient execution. |
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#10 |
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Naughty Boy!
Join Date: Oct 2012
Posts: 26
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Unlimited Detail: http://www.ipaustralia.com.au/applic.../AU2012903094/ (no details as of now).
This is the end of the costly, old style analytic (you don't need *, / or floats) and pollutant GPUs. The time of combinatorial rendering has come. |
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#11 | |
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Member
Join Date: Nov 2007
Posts: 947
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#12 |
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Registered
Join Date: Feb 2013
Posts: 3
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Frustum Casting for Progressive, Interactive Rendering, S. Teller & J. Alex.
Geometric Modeling Using Octree Encoding, Donald J. Meagher. Pioneering. |
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